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| − | For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
| + | No cast please. No abuse of noobs!<math>HIsdsadksad |
| − | | + | == sasdas == |
| − | This is the list of offsets I've been using. These are the <b>Linux</b> offsets. <b>Windows offsets are 1 less.</b>
| + | </math> |
| − | | |
| − | == 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.
| |
| − | | |
| − | <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)
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| | 117 std::bad_cast::~bad_cast() | | 117 std::bad_cast::~bad_cast() |
| | | | |
| | </pre> | | </pre> |