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

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

Revision as of 09:31, 14 July 2007

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.

Last Updated 09 Sept 2006

Counter-Strike: Source

0       CCSPlayer::~CCSPlayer()
1       CBaseEntity::SetRefEHandle(CBaseHandle const