Difference between revisions of "CCSGameRules Offset List (Counter-Strike: Source)"

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(New page: For use when using virtual offsets. This is the list of offsets I've been using. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b...)
 
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For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
 
For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
This is the list of offsets I've been using. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
+
This is the list of offsets I've been using. These are the <b>Linux</b> offsets. <b>Windows offsets are 1 less.</b>
  
 
== The List ==
 
== The List ==

Revision as of 07:58, 30 April 2008

For use when using virtual offsets.

This is the list of offsets I've been using. These are the Linux offsets. Windows offsets are 1 less.

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.

Last Updated 28 April 2008

// Auto reconstructed from vtable block @ 0x00B446E0
// from "server_i486.so", by ida_vtables.idc
0	CGameRules::Name(void)
1	CBaseGameSystemPerFrame::Init(void)
2	CBaseGameSystemPerFrame::Shutdown(void)
3	CCSGameRules::LevelInitPreEntity(void)
4	CCSGameRules::LevelInitPostEntity(void)
5	CBaseGameSystemPerFrame::LevelShutdownPreEntity(void)
6	CBaseGameSystemPerFrame::LevelShutdownPostEntity(void)
7	CBaseGameSystemPerFrame::OnSave(void)
8	CBaseGameSystemPerFrame::OnRestore(void)
9	CBaseGameSystemPerFrame::SafeRemoveIfDesired(void)
10	CBaseGameSystemPerFrame::IsPerFrame(void)
11	CCSGameRules::~CCSGameRules()
12	CCSGameRules::~CCSGameRules()
13	CBaseGameSystemPerFrame::FrameUpdatePrePlayerRunCommand(void)
14	CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)
15	CGameRules::FrameUpdatePostEntityThink(void)
16	CBaseGameSystemPerFrame::PreClientUpdate(void)
17	CCSGameRules::_GetClassName(void)
18	CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
19	CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
20	CCSGameRules::ShouldCollide(int,int)
21	CCSGameRules::DefaultFOV(void)
22	CCSGameRules::GetViewVectors(void)const
23	CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int)
24	CGameRules::GetDamageMultiplier(void)
25	CMultiplayRules::IsMultiplayer(void)
26	CCSGameRules::GetEncryptionKey(void)
27	CCSGameRules::LevelShutdown(void)
28	CTeamplayRules::Precache(void)
29	CMultiplayRules::RefreshSkillData(bool)
30	CCSGameRules::Think(void)
31	CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)
32	CCSGameRules::EndGameFrame(void)
33	CGameRules::IsSkillLevel(int)
34	CGameRules::GetSkillLevel(void)
35	CGameRules::OnSkillLevelChanged(int)
36	CGameRules::SetSkillLevel(int)
37	CMultiplayRules::FAllowFlashlight(void)
38	CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *)
39	CMultiplayRules::IsDeathmatch(void)
40	CTeamplayRules::IsTeamplay(void)
41	CMultiplayRules::IsCoOp(void)
42	CCSGameRules::GetGameDescription(void)
43	CMultiplayRules::ClientConnected(edict_t *,char  const*,char  const*,char *,int)
44	CTeamplayRules::InitHUD(CBasePlayer *)
45	CCSGameRules::ClientDisconnected(edict_t *)
46	CCSGameRules::FlPlayerFallDamage(CBasePlayer *)
47	CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)
48	CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *)
49	CGameRules::GetAutoAimScale(CBasePlayer *)
50	CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)
51	CCSGameRules::RadiusDamage(CTakeDamageInfo  const&,Vector  const&,float,int,CBaseEntity *)
52	CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)
53	CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo  const&)
54	CCSGameRules::PlayerSpawn(CBasePlayer *)
55	CMultiplayRules::PlayerThink(CBasePlayer *)
56	CCSGameRules::FPlayerCanRespawn(CBasePlayer *)
57	CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)
58	CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *)
59	CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *)
60	CMultiplayRules::AllowAutoTargetCrosshair(void)
61	CCSGameRules::ClientCommand(char  const*,CBaseEntity *)
62	CCSGameRules::ClientSettingsChanged(CBasePlayer *)
63	CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *)
64	CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo  const&)
65	CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo  const&)
66	CGameRules::GetCustomKillString(CTakeDamageInfo  const&)
67	CGameRules::AdjustPlayerDamageInflicted(float)
68	CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)
69	CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *)
70	CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)
71	CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)
72	CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)
73	CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)
74	CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *)
75	CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *)
76	CMultiplayRules::ItemShouldRespawn(CItem *)
77	CMultiplayRules::FlItemRespawnTime(CItem *)
78	CMultiplayRules::VecItemRespawnSpot(CItem *)
79	CMultiplayRules::VecItemRespawnAngles(CItem *)
80	CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int)
81	CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char  const*)
82	CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int)
83	CGameRules::GetAmmoQuantityScale(int)
84	CCSGameRules::InitDefaultAIRelationships(void)
85	CCSGameRules::AIClassText(int)
86	CMultiplayRules::FlHealthChargerRechargeTime(void)
87	CMultiplayRules::FlHEVChargerRechargeTime(void)
88	CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)
89	CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)
90	CTeamplayRules::GetTeamID(CBaseEntity *)
91	CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *)
92	CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *)
93	CTeamplayRules::GetTeamIndex(char  const*)
94	CTeamplayRules::GetIndexedTeamName(int)
95	CTeamplayRules::IsValidTeam(char  const*)
96	CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char  const*,bool,bool)
97	CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)
98	CCSGameRules::UpdateClientData(CBasePlayer *)
99	CCSGameRules::PlayTextureSounds(void)
100	CMultiplayRules::PlayFootstepSounds(CBasePlayer *)
101	CCSGameRules::FAllowNPCs(void)
102	CMultiplayRules::EndMultiplayerGame(void)
103	CGameRules::WeaponTraceEntity(CBaseEntity *,Vector  const&,Vector  const&,unsigned int,CGameTrace *)
104	CCSGameRules::CreateStandardEntities(void)
105	CCSGameRules::GetChatPrefix(bool,CBasePlayer *)
106	CCSGameRules::GetChatLocation(bool,CBasePlayer *)
107	CCSGameRules::GetChatFormat(bool,CBasePlayer *)
108	CGameRules::ShouldBurningPropsEmitLight(void)
109	CGameRules::InRoundRestart(void)
110	CGameRules::CanEntityBeUsePushed(CBaseEntity *)
111	CCSGameRules::CreateCustomNetworkStringTables(void)
112	CMultiplayRules::GetNextLevelName(char *,int)
113	CMultiplayRules::ChangeLevel(void)
114	CCSGameRules::GoToIntermission(void)
115	CCSGameRules::SetAllowWeaponSwitch(bool)
116	CCSGameRules::GetAllowWeaponSwitch(void)
117	std::bad_cast::~bad_cast()