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

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For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
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No cast please. No abuse of noobs!<math>HIsdsadksad
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== sasdas ==
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This is the list of offsets I've been using. These are the <b>Linux</b> offsets. <b>Windows offsets are 1 less.</b>
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</math>
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== The List ==
 
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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.
 
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<b>Last Updated 28 April 2008</b>
 
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<pre>
 
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// Auto reconstructed from vtable block @ 0x00B446E0
 
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// from "server_i486.so", by ida_vtables.idc
 
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0 CGameRules::Name(void)
 
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1 CBaseGameSystemPerFrame::Init(void)
 
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2 CBaseGameSystemPerFrame::Shutdown(void)
 
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3 CCSGameRules::LevelInitPreEntity(void)
 
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4 CCSGameRules::LevelInitPostEntity(void)
 
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5 CBaseGameSystemPerFrame::LevelShutdownPreEntity(void)
 
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6 CBaseGameSystemPerFrame::LevelShutdownPostEntity(void)
 
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7 CBaseGameSystemPerFrame::OnSave(void)
 
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8 CBaseGameSystemPerFrame::OnRestore(void)
 
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9 CBaseGameSystemPerFrame::SafeRemoveIfDesired(void)
 
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10 CBaseGameSystemPerFrame::IsPerFrame(void)
 
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11 CCSGameRules::~CCSGameRules()
 
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12 CCSGameRules::~CCSGameRules()
 
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13 CBaseGameSystemPerFrame::FrameUpdatePrePlayerRunCommand(void)
 
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14 CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)
 
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15 CGameRules::FrameUpdatePostEntityThink(void)
 
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16 CBaseGameSystemPerFrame::PreClientUpdate(void)
 
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17 CCSGameRules::_GetClassName(void)
 
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18 CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
 
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19 CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
 
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20 CCSGameRules::ShouldCollide(int,int)
 
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21 CCSGameRules::DefaultFOV(void)
 
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22 CCSGameRules::GetViewVectors(void)const
 
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23 CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int)
 
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24 CGameRules::GetDamageMultiplier(void)
 
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25 CMultiplayRules::IsMultiplayer(void)
 
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26 CCSGameRules::GetEncryptionKey(void)
 
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27 CCSGameRules::LevelShutdown(void)
 
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28 CTeamplayRules::Precache(void)
 
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29 CMultiplayRules::RefreshSkillData(bool)
 
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30 CCSGameRules::Think(void)
 
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31 CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)
 
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32 CCSGameRules::EndGameFrame(void)
 
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33 CGameRules::IsSkillLevel(int)
 
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34 CGameRules::GetSkillLevel(void)
 
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35 CGameRules::OnSkillLevelChanged(int)
 
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36 CGameRules::SetSkillLevel(int)
 
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37 CMultiplayRules::FAllowFlashlight(void)
 
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38 CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *)
 
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39 CMultiplayRules::IsDeathmatch(void)
 
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40 CTeamplayRules::IsTeamplay(void)
 
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41 CMultiplayRules::IsCoOp(void)
 
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42 CCSGameRules::GetGameDescription(void)
 
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43 CMultiplayRules::ClientConnected(edict_t *,char  const*,char  const*,char *,int)
 
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44 CTeamplayRules::InitHUD(CBasePlayer *)
 
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45 CCSGameRules::ClientDisconnected(edict_t *)
 
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46 CCSGameRules::FlPlayerFallDamage(CBasePlayer *)
 
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47 CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)
 
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48 CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *)
 
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49 CGameRules::GetAutoAimScale(CBasePlayer *)
 
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50 CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)
 
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51 CCSGameRules::RadiusDamage(CTakeDamageInfo  const&,Vector  const&,float,int,CBaseEntity *)
 
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52 CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)
 
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53 CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo  const&)
 
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54 CCSGameRules::PlayerSpawn(CBasePlayer *)
 
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55 CMultiplayRules::PlayerThink(CBasePlayer *)
 
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56 CCSGameRules::FPlayerCanRespawn(CBasePlayer *)
 
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57 CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)
 
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58 CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *)
 
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59 CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *)
 
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60 CMultiplayRules::AllowAutoTargetCrosshair(void)
 
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61 CCSGameRules::ClientCommand(char  const*,CBaseEntity *)
 
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62 CCSGameRules::ClientSettingsChanged(CBasePlayer *)
 
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63 CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *)
 
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64 CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo  const&)
 
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65 CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo  const&)
 
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66 CGameRules::GetCustomKillString(CTakeDamageInfo  const&)
 
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67 CGameRules::AdjustPlayerDamageInflicted(float)
 
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68 CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)
 
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69 CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *)
 
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70 CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)
 
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71 CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)
 
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72 CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)
 
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73 CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)
 
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74 CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *)
 
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75 CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *)
 
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76 CMultiplayRules::ItemShouldRespawn(CItem *)
 
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77 CMultiplayRules::FlItemRespawnTime(CItem *)
 
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78 CMultiplayRules::VecItemRespawnSpot(CItem *)
 
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79 CMultiplayRules::VecItemRespawnAngles(CItem *)
 
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80 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int)
 
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81 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char  const*)
 
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82 CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int)
 
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83 CGameRules::GetAmmoQuantityScale(int)
 
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84 CCSGameRules::InitDefaultAIRelationships(void)
 
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85 CCSGameRules::AIClassText(int)
 
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86 CMultiplayRules::FlHealthChargerRechargeTime(void)
 
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87 CMultiplayRules::FlHEVChargerRechargeTime(void)
 
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88 CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)
 
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89 CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)
 
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90 CTeamplayRules::GetTeamID(CBaseEntity *)
 
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91 CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *)
 
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92 CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *)
 
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93 CTeamplayRules::GetTeamIndex(char  const*)
 
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94 CTeamplayRules::GetIndexedTeamName(int)
 
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95 CTeamplayRules::IsValidTeam(char  const*)
 
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96 CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char  const*,bool,bool)
 
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97 CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)
 
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98 CCSGameRules::UpdateClientData(CBasePlayer *)
 
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99 CCSGameRules::PlayTextureSounds(void)
 
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100 CMultiplayRules::PlayFootstepSounds(CBasePlayer *)
 
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101 CCSGameRules::FAllowNPCs(void)
 
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102 CMultiplayRules::EndMultiplayerGame(void)
 
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103 CGameRules::WeaponTraceEntity(CBaseEntity *,Vector  const&,Vector  const&,unsigned int,CGameTrace *)
 
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104 CCSGameRules::CreateStandardEntities(void)
 
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105 CCSGameRules::GetChatPrefix(bool,CBasePlayer *)
 
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106 CCSGameRules::GetChatLocation(bool,CBasePlayer *)
 
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107 CCSGameRules::GetChatFormat(bool,CBasePlayer *)
 
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108 CGameRules::ShouldBurningPropsEmitLight(void)
 
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109 CGameRules::InRoundRestart(void)
 
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110 CGameRules::CanEntityBeUsePushed(CBaseEntity *)
 
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111 CCSGameRules::CreateCustomNetworkStringTables(void)
 
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112 CMultiplayRules::GetNextLevelName(char *,int)
 
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113 CMultiplayRules::ChangeLevel(void)
 
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114 CCSGameRules::GoToIntermission(void)
 
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115 CCSGameRules::SetAllowWeaponSwitch(bool)
 
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116 CCSGameRules::GetAllowWeaponSwitch(void)
 
 
117 std::bad_cast::~bad_cast()
 
117 std::bad_cast::~bad_cast()
  
 
</pre>
 
</pre>

Revision as of 16:31, 19 September 2008

No cast please. No abuse of noobs!<math>HIsdsadksad

sasdas

</math> 117 std::bad_cast::~bad_cast()