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

From AlliedModders Wiki
Jump to: navigation, search
m
Line 1: Line 1:
Also for use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
+
For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>

Revision as of 01:23, 30 October 2007

For use when using virtual offsets.

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.

Last Updated 09 Sept 2006

0       CBaseCombatWeapon::~CBaseCombatWeapon()
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       CBaseCombatWeapon::_GetClassName()
10      CBaseCombatWeapon::GetServerClass()
11      CBaseCombatWeapon::GetClassName()
12      CBaseCombatWeapon::YouForgotToImplementOrDeclareServerClass()
13      CBaseCombatWeapon::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      CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*)
20      CBaseCombatWeapon::UpdateTransmitState()
21      CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool)
22      CBaseEntity::GetTracerType()
23      CBaseCombatWeapon::Spawn()
24      CBaseCombatWeapon::Precache()
25      CBaseAnimating::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      CBaseCombatWeapon::Activate()
33      CBaseEntity::SetParent(CBaseEntity*, int)
34      CBaseCombatWeapon::ObjectCaps()
35      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
36      CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
37      CBaseEntity::DrawDebugGeometryOverlays()
38      CBaseAnimating::DrawDebugTextOverlays()
39      CBaseEntity::Save(ISave&)
40      CBaseEntity::Restore(IRestore&)
41      CBaseEntity::ShouldSavePhysics()
42      CBaseEntity::OnSave(IEntitySaveUtils*)
43      CBaseAnimating::OnRestore()
44      CBaseEntity::RequiredEdictIndex()
45      CBaseEntity::MoveDone()
46      CBaseEntity::Think()
47      CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick()
48      CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void*)
49      CBaseAnimating::GetBaseAnimating()
50      CBaseEntity::GetResponseSystem()
51      CBaseEntity::DispatchResponse(char const*)
52      CBaseEntity::Classify()
53      CBaseEntity::DeathNotice(CBaseEntity*)
54      CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55      CBaseEntity::GetAutoAimRadius()
56      CBaseEntity::GetAutoAimCenter()
57      CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
58      CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
59      CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60      CBaseEntity::OnTakeDamage(CTakeDamageInfo const&)
61      CBaseEntity::TakeHealth(float, int)
62      CBaseEntity::Event_Killed(CTakeDamageInfo const&)
63      CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
64      CBaseEntity::BloodColor()
65      CBaseEntity::IsTriggered(CBaseEntity*)
66      CBaseEntity::IsNPC() const
67      CBaseEntity::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      CBaseEntity::IsPlayer() const
76      CBaseEntity::IsNetClient() const
77      CBaseEntity::IsTemplate()
78      CBaseEntity::IsBaseObject() const
79      CBaseEntity::GetServerVehicle()
80      CBaseEntity::IsViewable()
81      CBaseEntity::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      CBaseCombatWeapon::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
88      CBaseEntity::StartTouch(CBaseEntity*)
89      CBaseEntity::Touch(CBaseEntity*)
90      CBaseEntity::EndTouch(CBaseEntity*)
91      CBaseEntity::StartBlocked(CBaseEntity*)
92      CBaseEntity::Blocked(CBaseEntity*)
93      CBaseEntity::EndBlocked()
94      CBaseEntity::PhysicsSimulate()
95      CBaseEntity::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     CBaseCombatWeapon::MakeTracer(Vector const&, CGameTrace const&, int)
101     CBaseEntity::FireBullets(FireBulletsInfo_t const&)
102     CBaseEntity::DoImpactEffect(CGameTrace&, int)
103     CBaseCombatWeapon::Respawn()
104     CBaseEntity::IsLockedByMaster()
105     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
106     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
107     CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
108     CBaseEntity::NetworkStateChanged_m_iHealth()
109     CBaseEntity::NetworkStateChanged_m_iHealth(void*)
110     CBaseEntity::NetworkStateChanged_m_lifeState()
111     CBaseEntity::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     CBaseEntity::EyePosition()
118     CBaseEntity::EyeAngles()
119     CBaseEntity::LocalEyeAngles()
120     CBaseEntity::EarPosition()
121     CBaseEntity::BodyTarget(Vector const&, bool)
122     CBaseEntity::HeadTarget(Vector const&)
123     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
124     CBaseEntity::GetViewOffset()
125     CBaseEntity::GetSmoothedVelocity()
126     CBaseAnimating::GetVelocity(Vector*, Vector*)
127     CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
128     CBaseEntity::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     CBaseEntity::VPhysicsDestroyObject()
142     CBaseEntity::VPhysicsUpdate(IPhysicsObject*)
143     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
144     CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
145     CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*)
146     CBaseEntity::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     CBaseEntity::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     CBaseEntity::NetworkStateChanged_m_nWaterLevel()
160     CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*)
161     CBaseEntity::NetworkStateChanged_m_hGroundEntity()
162     CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*)
163     CBaseEntity::NetworkStateChanged_m_vecBaseVelocity()
164     CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*)
165     CBaseEntity::NetworkStateChanged_m_flFriction()
166     CBaseEntity::NetworkStateChanged_m_flFriction(void*)
167     CBaseEntity::NetworkStateChanged_m_vecVelocity()
168     CBaseEntity::NetworkStateChanged_m_vecVelocity(void*)
169     CBaseEntity::NetworkStateChanged_m_vecViewOffset()
170     CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*)
171     CBaseAnimating::GetIdealSpeed() const
172     CBaseAnimating::GetIdealAccel() const
173     CBaseAnimating::StudioFrameAdvance()
174     CBaseAnimating::IsActivityFinished()
175     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
176     CBaseAnimating::BecomeRagdollOnClient(Vector const&)
177     CBaseAnimating::IsRagdoll()
178     CBaseAnimating::CanBecomeRagdoll()
179     CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)
180     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
181     CBaseAnimating::SetupBones(matrix3x4_t*, int)
182     CBaseAnimating::CalculateIKLocks(float)
183     CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)
184     CBaseCombatWeapon::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     CBaseAnimating::SetLightingOriginRelative(CBaseEntity*)
191     CBaseAnimating::SetLightingOrigin(CBaseEntity*)
192     CBaseCombatWeapon::IsPredicted() const
193     CBaseCombatWeapon::GetSubType()
194     CBaseCombatWeapon::SetSubType(int)
195     CBaseCombatWeapon::Equip(CBaseCombatCharacter*)
196     CBaseCombatWeapon::Drop(Vector const&)
197     CBaseCombatWeapon::UpdateClientData(CBasePlayer*)
198     CBaseCombatWeapon::IsAllowedToSwitch()
199     CBaseCombatWeapon::CanBeSelected()
200     CBaseCombatWeapon::VisibleInWeaponSelection()
201     CBaseCombatWeapon::HasAmmo()
202     CBaseCombatWeapon::SetPickupTouch()
203     CBaseCombatWeapon::DefaultTouch(CBaseEntity*)
204     CBaseCombatWeapon::ShouldDisplayHUDHint()
205     CBaseCombatWeapon::DisplayAltFireHudHint()
206     CBaseCombatWeapon::SetViewModelIndex(int)
207     CBaseCombatWeapon::SendWeaponAnim(int)
208     CBaseCombatWeapon::SendViewModelAnim(int)
209     CBaseCombatWeapon::SetViewModel()
210     CBaseCombatWeapon::HasWeaponIdleTimeElapsed()
211     CBaseCombatWeapon::SetWeaponIdleTime(float)
212     CBaseCombatWeapon::GetWeaponIdleTime()
213     CBaseCombatWeapon::HasAnyAmmo()
214     CBaseCombatWeapon::HasPrimaryAmmo()
215     CBaseCombatWeapon::HasSecondaryAmmo()
216     CBaseCombatWeapon::CanHolster()
217     CBaseCombatWeapon::DefaultDeploy(char*, char*, int, char*)
218     CBaseCombatWeapon::CanDeploy()
219     CBaseCombatWeapon::Deploy()
220     CBaseCombatWeapon::Holster(CBaseCombatWeapon*)
221     CBaseCombatWeapon::GetLastWeapon()
222     CBaseCombatWeapon::SetWeaponVisible(bool)
223     CBaseCombatWeapon::IsWeaponVisible()
224     CBaseCombatWeapon::ReloadOrSwitchWeapons()
225     CBaseCombatWeapon::ItemPreFrame()
226     CBaseCombatWeapon::ItemPostFrame()
227     CBaseCombatWeapon::ItemBusyFrame()
228     CBaseCombatWeapon::ItemHolsterFrame()
229     CBaseCombatWeapon::WeaponIdle()
230     CBaseCombatWeapon::HandleFireOnEmpty()
231     CBaseCombatWeapon::IsWeaponZoomed()
232     CBaseCombatWeapon::CheckReload()
233     CBaseCombatWeapon::FinishReload()
234     CBaseCombatWeapon::AbortReload()
235     CBaseCombatWeapon::Reload()
236     CBaseCombatWeapon::PrimaryAttack()
237     CBaseCombatWeapon::SecondaryAttack()
238     CBaseCombatWeapon::GetPrimaryAttackActivity()
239     CBaseCombatWeapon::GetSecondaryAttackActivity()
240     CBaseCombatWeapon::GetDrawActivity()
241     CBaseCombatWeapon::GetDefaultAnimSpeed()
242     CBaseCombatWeapon::GetBulletType()
243     CBaseCombatWeapon::GetBulletSpread()
244     CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
245     CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
246     CBaseCombatWeapon::GetFireRate()
247     CBaseCombatWeapon::GetMinBurst()
248     CBaseCombatWeapon::GetMaxBurst()
249     CBaseCombatWeapon::GetMinRestTime()
250     CBaseCombatWeapon::GetMaxRestTime()
251     CBaseCombatWeapon::GetRandomBurst()
252     CBaseCombatWeapon::WeaponSound(WeaponSound_t, float)
253     CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
254     CBaseCombatWeapon::GetProficiencyValues()
255     CBaseCombatWeapon::GetMaxAutoAimDeflection()
256     CBaseCombatWeapon::StartSprinting()
257     CBaseCombatWeapon::StopSprinting()
258     CBaseCombatWeapon::GetDamage(float, int)
259     CBaseCombatWeapon::SetActivity(Activity, float)
260     CBaseCombatWeapon::AddViewKick()
261     CBaseCombatWeapon::GetDeathNoticeName()
262     CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter*)
263     CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel*, Vector&, QAngle&)
264     CBaseCombatWeapon::CalcViewmodelBob()
265     CBaseCombatWeapon::GetControlPanelInfo(int, char const*&)
266     CBaseCombatWeapon::GetControlPanelClassName(int, char const*&)
267     CBaseCombatWeapon::ShouldShowControlPanels()
268     CBaseCombatWeapon::CanBePickedUpByNPCs()
269     CBaseCombatWeapon::GetViewModel(int) const
270     CBaseCombatWeapon::GetWorldModel() const
271     CBaseCombatWeapon::GetAnimPrefix() const
272     CBaseCombatWeapon::GetMaxClip1() const
273     CBaseCombatWeapon::GetMaxClip2() const
274     CBaseCombatWeapon::GetDefaultClip1() const
275     CBaseCombatWeapon::GetDefaultClip2() const
276     CBaseCombatWeapon::GetWeight() const
277     CBaseCombatWeapon::AllowsAutoSwitchTo() const
278     CBaseCombatWeapon::AllowsAutoSwitchFrom() const
279     CBaseCombatWeapon::GetWeaponFlags() const
280     CBaseCombatWeapon::GetSlot() const
281     CBaseCombatWeapon::GetPosition() const
282     CBaseCombatWeapon::GetName() const
283     CBaseCombatWeapon::GetPrintName() const
284     CBaseCombatWeapon::GetShootSound(int) const
285     CBaseCombatWeapon::GetRumbleEffect() const
286     CBaseCombatWeapon::UsesClipsForAmmo1() const
287     CBaseCombatWeapon::UsesClipsForAmmo2() const
288     CBaseCombatWeapon::GetEncryptionKey()
289     CBaseCombatWeapon::GetPrimaryAmmoType() const
290     CBaseCombatWeapon::GetSecondaryAmmoType() const
291     CBaseCombatWeapon::GetSpriteActive() const
292     CBaseCombatWeapon::GetSpriteInactive() const
293     CBaseCombatWeapon::GetSpriteAmmo() const
294     CBaseCombatWeapon::GetSpriteAmmo2() const
295     CBaseCombatWeapon::GetSpriteCrosshair() const
296     CBaseCombatWeapon::GetSpriteAutoaim() const
297     CBaseCombatWeapon::GetSpriteZoomedCrosshair() const
298     CBaseCombatWeapon::GetSpriteZoomedAutoaim() const
299     CBaseCombatWeapon::ActivityOverride(Activity, bool*)
300     CBaseCombatWeapon::ActivityList()
301     CBaseCombatWeapon::ActivityListCount()
302     CBaseCombatWeapon::FallInit()
303     CBaseCombatWeapon::FallThink()
304     CBaseCombatWeapon::Materialize()
305     CBaseCombatWeapon::CheckRespawn()
306     CBaseCombatWeapon::Delete()
307     CBaseCombatWeapon::Kill()
308     CBaseCombatWeapon::CapabilitiesGet()
309     CBaseCombatWeapon::IsRemoveable()
310     CBaseCombatWeapon::WeaponLOSCondition(Vector const&, Vector const&, bool)
311     CBaseCombatWeapon::WeaponRangeAttack1Condition(float, float)
312     CBaseCombatWeapon::WeaponRangeAttack2Condition(float, float)
313     CBaseCombatWeapon::WeaponMeleeAttack1Condition(float, float)
314     CBaseCombatWeapon::WeaponMeleeAttack2Condition(float, float)
315     CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter*)
316     CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t*, CBaseCombatCharacter*)
317     CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter*, bool)