CBaseCombatWeapon Offset List (Counter-Strike: Source)
CBaseCombatWeapon (CS:S) Offset List
For use when using VFunc offsets.
This is the list of offsets I've been using. 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...or guess for the CSS specific functions near the end.
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)