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