CCSPlayer Offset List (Counter-Strike: Source)

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Revision as of 20:43, 23 March 2006 by L. Duke (talk | contribs) (CCSPlayer Offset List)
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CCSPlayer Offset List

For use when using VFunc offsets.

This is the list of offsets I've been using. They work on Windows; however, I haven't tested them on Linux yet. Mani told me his values are the same on Windows and Linux, but I used this same table for manual hooks in SourceMM and the Linux vtable offsets were 1 greater than in Windows for that case.

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.

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