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