Difference between revisions of "CCSPlayer Offset List (Counter-Strike: Source)"
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For use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]]. | For use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]]. | ||
− | This is the list of offsets I've been using. | + | This is the list of offsets I've been using. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b> |
== The List == | == The List == |
Revision as of 12:17, 10 April 2006
CCSPlayer Offset List
For use when using VFunc offsets.
This is the list of offsets I've been using. These are the Windows offsets. Linux offsets are 1 greater.
The List
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.
0 CCSPlayer::~CCSPlayer() 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 2 CBaseEntity::GetRefEHandle() const 3 CBaseEntity::GetCollideable() 4 CBaseEntity::GetNetworkable() 5 CBaseEntity::GetBaseEntity() 6 CBaseEntity::GetModelIndex() const 7 CBaseEntity::GetModelName() const 8 CBaseEntity::SetModelIndex(int) 9 CCSPlayer::GetServerClass() 10 CCSPlayer::GetClassName() 11 CCSPlayer::YouForgotToImplementOrDeclareServerClass() 12 CCSPlayer::GetDataDescMap() 13 "CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)" 14 "CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)" 15 "CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)" 16 "CBaseEntity::ShouldCollide(int, int) const" 17 CBaseEntity::SetOwnerEntity(CBaseEntity*) 18 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 19 CBasePlayer::UpdateTransmitState() 20 "CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)" 21 CBasePlayer::GetTracerType() 22 CCSPlayer::Spawn() 23 CCSPlayer::Precache() 24 CBaseFlex::SetModel(char const*) 25 CBaseEntity::PostConstructor(char const*) 26 CBaseEntity::ParseMapData(CEntityMapData*) 27 "CBaseEntity::KeyValue(char const*, char const*)" 28 "CBaseEntity::KeyValue(char const*, float)" 29 "CBaseEntity::KeyValue(char const*, Vector)" 30 CBaseEntity::ValidateEntityConnections() 31 CBasePlayer::Activate() 32 CBasePlayer::ObjectCaps() 33 "CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)" 34 "CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)" 35 CBasePlayer::DrawDebugGeometryOverlays() 36 CBaseAnimating::DrawDebugTextOverlays() 37 CBasePlayer::Save(ISave&) 38 CBasePlayer::Restore(IRestore&) 39 CBasePlayer::ShouldSavePhysics() 40 CBaseEntity::OnSave(IEntitySaveUtils*) 41 CBasePlayer::OnRestore() 42 CBasePlayer::RequiredEdictIndex() 43 CBaseEntity::MoveDone() 44 CBaseEntity::Think() 45 CBaseEntity::NetworkStateChanged_m_nNextThinkTick() 46 CBaseAnimating::GetBaseAnimating() 47 CBaseEntity::GetResponseSystem() 48 CBaseEntity::DispatchResponse(char const*) 49 CBasePlayer::Classify() 50 CBaseEntity::DeathNotice(CBaseEntity*) 51 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 52 "CCSPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)" 53 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 54 CCSPlayer::OnTakeDamage(CTakeDamageInfo const&) 55 "CBasePlayer::TakeHealth(float, int)" 56 CCSPlayer::Event_Killed(CTakeDamageInfo const&) 57 CBaseEntity::Event_KilledOther(CBaseEntity*) 58 CBaseCombatCharacter::BloodColor() 59 CBaseEntity::IsTriggered(CBaseEntity*) 60 CBaseEntity::IsNPC() const 61 CBaseCombatCharacter::MyCombatCharacterPointer() 62 CBaseEntity::GetDelay() 63 CBaseEntity::IsMoving() 64 "CBaseEntity::DamageDecal(int, int)" 65 "CBaseEntity::DecalTrace(CGameTrace*, char const*)" 66 "CBaseEntity::ImpactTrace(CGameTrace*, int, char*)" 67 CBaseEntity::OnControls(CBaseEntity*) 68 CBaseEntity::HasTarget(string_t) 69 CBasePlayer::IsPlayer() const 70 CBasePlayer::IsNetClient() const 71 CBaseEntity::IsTemplate() 72 CBaseEntity::IsBaseObject() const 73 CBaseEntity::GetServerVehicle() 74 CBaseEntity::IsViewable() 75 CCSPlayer::ChangeTeam(int) 76 "CBaseEntity::OnEntityEvent(EntityEvent_t, void*)" 77 CBaseEntity::CanStandOn(CBaseEntity*) const 78 CBaseEntity::CanStandOn(edict_t*) const 79 CBaseEntity::GetEnemy() 80 CBaseEntity::GetEnemy() const 81 "CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)" 82 CBaseEntity::StartTouch(CBaseEntity*) 83 CBasePlayer::Touch(CBaseEntity*) 84 CBaseEntity::EndTouch(CBaseEntity*) 85 CBaseEntity::StartBlocked(CBaseEntity*) 86 CBaseEntity::Blocked(CBaseEntity*) 87 CBaseEntity::EndBlocked() 88 CBasePlayer::PhysicsSimulate() 89 CBasePlayer::UpdateOnRemove() 90 CBaseEntity::StopLoopingSounds() 91 CBaseEntity::SUB_AllowedToFade() 92 "CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)" 93 "CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)" 94 "CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)" 95 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 96 "CBasePlayer::DoImpactEffect(CGameTrace&, int)" 97 CBaseEntity::Respawn() 98 CBaseEntity::IsLockedByMaster() 99 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) 100 CBasePlayer::NetworkStateChanged_m_lifeState() 101 CBaseEntity::NetworkStateChanged_m_takedamage() 102 CBaseEntity::NetworkStateChanged_m_iMaxHealth() 103 CBaseEntity::NetworkStateChanged_m_iHealth() 104 CBaseEntity::GetDamageType() const 105 CBaseEntity::GetDamage() 106 CBaseEntity::SetDamage(float) 107 CBasePlayer::EyePosition() 108 CBasePlayer::EyeAngles() 109 CBasePlayer::LocalEyeAngles() 110 CBaseEntity::EarPosition() 111 "CBasePlayer::BodyTarget(Vector const&, bool)" 112 CBaseEntity::HeadTarget(Vector const&) 113 "CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const" 114 CBaseEntity::GetViewOffset() 115 CBasePlayer::GetSmoothedVelocity() 116 "CBaseAnimating::GetVelocity(Vector*, Vector*)" 117 "CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)" 118 "CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)" 119 CBaseEntity::CanBeSeen() 120 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 121 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 122 CBaseEntity::CanBePoweredUp() 123 "CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)" 124 CBaseEntity::GetGroundVelocityToApply(Vector&) 125 "CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)" 126 CBaseEntity::Splash() 127 CBaseEntity::WorldSpaceCenter() const 128 CBaseEntity::GetSoundEmissionOrigin() const 129 CBaseEntity::CreateVPhysics() 130 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 131 CBasePlayer::VPhysicsDestroyObject() 132 CBasePlayer::VPhysicsUpdate(IPhysicsObject*) 133 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 134 "CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)" 135 CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject*) 136 "CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)" 137 "CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)" 138 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 139 "CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)" 140 CBaseEntity::HasPhysicsAttacker(float) 141 CBasePlayer::PhysicsSolidMaskForEntity() const 142 "CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)" 143 "CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)" 144 CBaseAnimating::GetStepOrigin() const 145 CBaseAnimating::GetStepAngles() const 146 CBaseEntity::ShouldDrawWaterImpacts() 147 CBaseEntity::NetworkStateChanged_m_fFlags() 148 CBasePlayer::NetworkStateChanged_m_hGroundEntity() 149 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity() 150 CBaseEntity::NetworkStateChanged_m_nWaterLevel() 151 CBasePlayer::NetworkStateChanged_m_flFriction() 152 CBaseEntity::NetworkStateChanged_m_vecVelocity() 153 CBasePlayer::NetworkStateChanged_m_vecViewOffset() 154 CBaseAnimating::GetIdealSpeed() const 155 CBaseAnimating::GetIdealAccel() const 156 CBaseAnimatingOverlay::StudioFrameAdvance() 157 CBaseAnimating::IsActivityFinished() 158 "CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)" 159 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 160 CBaseAnimating::IsRagdoll() 161 CBaseAnimating::CanBecomeRagdoll() 162 "CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)" 163 "CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)" 164 "CBaseAnimating::SetupBones(matrix3x4_t*, int)" 165 CBaseAnimating::CalculateIKLocks(float) 166 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) 167 CBaseAnimating::HandleAnimEvent(animevent_t*) 168 "CBaseAnimating::GetAttachment(int, matrix3x4_t&)" 169 CBaseAnimating::InitBoneControllers() 170 CBaseAnimating::GetGroundSpeedVelocity() 171 "CBaseAnimating::DrawServerHitboxes(float, bool)" 172 "CBaseAnimating::Ignite(float, bool, float, bool)" 173 CBaseAnimating::Extinguish() 174 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) 175 CBaseAnimating::SetLightingOrigin(CBaseEntity*) 176 CBaseFlex::SetViewtarget(Vector const&) 177 "CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)" 178 CBaseFlex::ProcessSceneEvents() 179 "CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)" 180 "CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)" 181 "CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)" 182 CBaseCombatCharacter::GetPhysicsImpactDamageTable() 183 CBaseCombatCharacter::FInViewCone(CBaseEntity*) 184 CBaseCombatCharacter::FInViewCone(Vector const&) 185 CBaseCombatCharacter::FInAimCone(CBaseEntity*) 186 CBaseCombatCharacter::FInAimCone(Vector const&) 187 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 188 CBaseCombatCharacter::FindMissTarget() 189 "CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)" 190 CBasePlayer::BodyAngles() 191 CBaseCombatCharacter::BodyDirection2D() 192 CBaseCombatCharacter::BodyDirection3D() 193 CBaseCombatCharacter::HeadDirection2D() 194 CBaseCombatCharacter::HeadDirection3D() 195 CBaseCombatCharacter::EyeDirection2D() 196 CBaseCombatCharacter::EyeDirection3D() 197 "CBaseCombatCharacter::GiveAmmo(int, int, bool)" 198 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 199 "CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)" 200 CCSPlayer::Weapon_CanUse(CBaseCombatWeapon*) 201 CCSPlayer::Weapon_Equip(CBaseCombatWeapon*) 202 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) 203 "CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)" 204 "CCSPlayer::Weapon_Switch(CBaseCombatWeapon*, int)" 205 CBasePlayer::Weapon_ShootPosition() 206 CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*) 207 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) 208 CBaseCombatCharacter::Weapon_GetSlot(int) const 209 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) 210 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*) 211 CBaseCombatCharacter::CanBecomeServerRagdoll() 212 CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 213 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 214 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 215 "CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)" 216 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*) 217 CBaseCombatCharacter::GetDeathActivity() 218 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 219 CBaseCombatCharacter::CorpseFade() 220 CBaseCombatCharacter::HasHumanGibs() 221 CBaseCombatCharacter::HasAlienGibs() 222 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 223 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 224 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 225 CBasePlayer::Event_Dying() 226 "CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)" 227 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) 228 "CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)" 229 "CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)" 230 CBaseCombatCharacter::PushawayTouch(CBaseEntity*) 231 CBaseCombatCharacter::IRelationType(CBaseEntity*) 232 CBaseCombatCharacter::IRelationPriority(CBaseEntity*) 233 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) 234 "CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)" 235 "CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)" 236 CBasePlayer::DoMuzzleFlash() 237 "CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)" 238 "CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)" 239 "CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)" 240 CBasePlayer::NetworkStateChanged_m_iAmmo() 241 CCSPlayer::CreateViewModel(int) 242 "CCSPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)" 243 "CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const" 244 CBasePlayer::SharedSpawn() 245 CCSPlayer::InitialSpawn() 246 CBasePlayer::InitHUD() 247 "CCSPlayer::ShowViewPortPanel(char const*, bool, KeyValues*)" 248 CCSPlayer::PlayerDeathThink() 249 CBasePlayer::Jump() 250 CBasePlayer::Duck() 251 CCSPlayer::PreThink() 252 CCSPlayer::PostThink() 253 "CBasePlayer::DamageEffect(float, int)" 254 CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 255 CBasePlayer::ShouldFadeOnDeath() 256 CBasePlayer::IsFakeClient() const 257 CBasePlayer::GetPlayerMins() const 258 CBasePlayer::GetPlayerMaxs() const 259 "CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)" 260 CBasePlayer::PackDeadPlayerItems() 261 CCSPlayer::RemoveAllItems(bool) 262 CBasePlayer::IsRunning() const 263 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*) 264 "CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)" 265 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*) 266 CBasePlayer::UpdateClientData() 267 CBasePlayer::ExitLadder() 268 CCSPlayer::FlashlightIsOn() 269 CCSPlayer::FlashlightTurnOn() 270 CCSPlayer::FlashlightTurnOff() 271 "CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)" 272 "CCSPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)" 273 "CCSPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)" 274 CCSPlayer::DeathSound() 275 CCSPlayer::SetAnimation(PLAYER_ANIM) 276 CBasePlayer::ImpulseCommands() 277 CCSPlayer::CheatImpulseCommands(int) 278 CCSPlayer::ClientCommand(char const*) 279 CBasePlayer::StartObserverMode(int) 280 CBasePlayer::StopObserverMode() 281 CBasePlayer::SetObserverMode(int) 282 CBasePlayer::GetObserverMode() 283 CBasePlayer::SetObserverTarget(CBaseEntity*) 284 CBasePlayer::ObserverUse(bool) 285 CBasePlayer::GetObserverTarget() 286 CBasePlayer::FindNextObserverTarget(bool) 287 CBasePlayer::IsValidObserverTarget(CBaseEntity*) 288 CBasePlayer::CheckObserverSettings() 289 "CBasePlayer::JumptoPosition(Vector const&, QAngle const&)" 290 CBasePlayer::ForceObserverMode(int) 291 CBasePlayer::ResetObserverMode() 292 "CCSPlayer::StartReplayMode(float, float, int)" 293 CCSPlayer::StopReplayMode() 294 CBasePlayer::GetDelayTicks() 295 CBasePlayer::GetReplayEntity() 296 CBasePlayer::CreateCorpse() 297 CCSPlayer::EntSelectSpawnPoint() 298 "CBasePlayer::GetInVehicle(IServerVehicle*, int)" 299 "CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)" 300 CBasePlayer::OnVehicleStart() 301 CBasePlayer::OnVehicleEnd(Vector&) 302 CCSPlayer::BumpWeapon(CBaseCombatWeapon*) 303 CBasePlayer::SelectLastItem() 304 "CBasePlayer::SelectItem(char const*, int)" 305 CBasePlayer::ItemPostFrame() 306 "CCSPlayer::GiveNamedItem(char const*, int)" 307 CBasePlayer::CheckTrainUpdate() 308 CBasePlayer::SetPlayerUnderwater(bool) 309 CBasePlayer::CanBreatheUnderwater() const 310 CBasePlayer::PlayerUse() 311 CBasePlayer::PlayUseDenySound() 312 CCSPlayer::FindUseEntity() 313 "CCSPlayer::IsUseableEntity(CBaseEntity*, unsigned int)" 314 "CBasePlayer::PickupObject(CBaseEntity*, bool)" 315 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*) 316 CBasePlayer::GetHeldObjectMass(IPhysicsObject*) 317 CBasePlayer::UpdateGeigerCounter() 318 CBasePlayer::GetAutoaimVector(float) 319 "CBasePlayer::GetAutoaimVector(float, autoaim_params_t&)" 320 CBasePlayer::ShouldAutoaim() 321 CBasePlayer::ForceClientDllUpdate() 322 "CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)" 323 "CCSPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)" 324 CBasePlayer::CanSpeak() 325 CCSPlayer::CanHearChatFrom(CBasePlayer*) 326 CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&) 327 "CBasePlayer::CheckChatText(char*, int)" 328 CBasePlayer::IsFollowingPhysics() 329 CCSPlayer::InitVCollision() 330 CBasePlayer::UpdatePhysicsShadowToCurrentPosition() 331 CBasePlayer::EquipSuit() 332 CBasePlayer::CommitSuicide() 333 CBasePlayer::IsBot() const 334 CCSPlayer::SpawnArmorValue() const 335 CCSPlayer::NetworkStateChanged_m_ArmorValue() 336 CCSPlayer::IsBeingGivenItem() const 337 CCSPlayer::CSAnim_GetActiveWeapon() 338 CCSPlayer::CSAnim_CanMove() 339 "CCSPlayer::Blind(float, float, float)" 340 CCSPlayer::Cmd_Argc() 341 CCSPlayer::Cmd_Argv(int)