CDODPlayer Offset List (Day of Defeat: Source)
Also for use when using VFunc offsets.
These are Linux offsets. Windows offsets are one less. These should be good as of 2006/05/18.
The List
1 CDODPlayer::~CDODPlayer() 2 CBaseEntity::SetRefEHandle(CBaseHandle const&) 3 CBaseEntity::GetRefEHandle() const 4 CBaseEntity::GetCollideable() 5 CBaseEntity::GetNetworkable() 6 CBaseEntity::GetBaseEntity() 7 CBaseEntity::GetModelIndex() const 8 CBaseEntity::GetModelName() const 9 CBaseEntity::SetModelIndex(int) 10 CDODPlayer::GetServerClass() 11 CDODPlayer::GetClassName() 12 CDODPlayer::YouForgotToImplementOrDeclareServerClass() 13 CDODPlayer::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 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 20 CBasePlayer::UpdateTransmitState() 21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) 22 CBasePlayer::GetTracerType() 23 CDODPlayer::Spawn() 24 CDODPlayer::Precache() 25 CBaseFlex::SetModel(char const*) 26 CBaseEntity::PostConstructor(char const*) 27 CBaseEntity::ParseMapData(CEntityMapData*) 28 CBaseEntity::KeyValue(char const*, char const*) 29 CBaseEntity::KeyValue(char const*, float) 30 CBaseEntity::KeyValue(char const*, Vector) 31 CBaseEntity::ValidateEntityConnections() 32 CBasePlayer::Activate() 33 CBasePlayer::ObjectCaps() 34 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) 35 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) 36 CBasePlayer::DrawDebugGeometryOverlays() 37 CBaseAnimating::DrawDebugTextOverlays() 38 CBasePlayer::Save(ISave&) 39 CBasePlayer::Restore(IRestore&) 40 CBasePlayer::ShouldSavePhysics() 41 CBaseEntity::OnSave(IEntitySaveUtils*) 42 CBasePlayer::OnRestore() 43 CBasePlayer::RequiredEdictIndex() 44 CBaseEntity::MoveDone() 45 CBaseEntity::Think() 46 CBaseEntity::NetworkStateChanged_m_nNextThinkTick() 47 CBaseAnimating::GetBaseAnimating() 48 CBaseEntity::GetResponseSystem() 49 CBaseEntity::DispatchResponse(char const*) 50 CBasePlayer::Classify() 51 CBaseEntity::DeathNotice(CBaseEntity*) 52 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 53 CDODPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*) 54 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 55 CDODPlayer::OnTakeDamage(CTakeDamageInfo const&) 56 CBasePlayer::TakeHealth(float, int) 57 CDODPlayer::Event_Killed(CTakeDamageInfo const&) 58 CBaseEntity::Event_KilledOther(CBaseEntity*) 59 CBaseCombatCharacter::BloodColor() 60 CBaseEntity::IsTriggered(CBaseEntity*) 61 CBaseEntity::IsNPC() const 62 CBaseCombatCharacter::MyCombatCharacterPointer() 63 CBaseEntity::GetDelay() 64 CBaseEntity::IsMoving() 65 CBaseEntity::DamageDecal(int, int) 66 CBaseEntity::DecalTrace(CGameTrace*, char const*) 67 CBaseEntity::ImpactTrace(CGameTrace*, int, char*) 68 CBaseEntity::OnControls(CBaseEntity*) 69 CBaseEntity::HasTarget(string_t) 70 CBasePlayer::IsPlayer() const 71 CBasePlayer::IsNetClient() const 72 CBaseEntity::IsTemplate() 73 CBaseEntity::IsBaseObject() const 74 CBaseEntity::GetServerVehicle() 75 CBaseEntity::IsViewable() 76 CDODPlayer::ChangeTeam(int) 77 CBaseEntity::OnEntityEvent(EntityEvent_t, void*) 78 CBaseEntity::CanStandOn(CBaseEntity*) const 79 CBaseEntity::CanStandOn(edict_t*) const 80 CBaseEntity::GetEnemy() 81 CBaseEntity::GetEnemy() const 82 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) 83 CBaseEntity::StartTouch(CBaseEntity*) 84 CBasePlayer::Touch(CBaseEntity*) 85 CBaseEntity::EndTouch(CBaseEntity*) 86 CBaseEntity::StartBlocked(CBaseEntity*) 87 CBaseEntity::Blocked(CBaseEntity*) 88 CBaseEntity::EndBlocked() 89 CBasePlayer::PhysicsSimulate() 90 CBasePlayer::UpdateOnRemove() 91 CBaseEntity::StopLoopingSounds() 92 CBaseEntity::SUB_AllowedToFade() 93 CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) 94 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) 95 CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int) 96 CDODPlayer::FireBullets(FireBulletsInfo_t const&) 97 CBasePlayer::DoImpactEffect(CGameTrace&, int) 98 CBaseEntity::Respawn() 99 CBaseEntity::IsLockedByMaster() 100 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) 101 CBasePlayer::NetworkStateChanged_m_lifeState() 102 CBaseEntity::NetworkStateChanged_m_takedamage() 103 CBaseEntity::NetworkStateChanged_m_iMaxHealth() 104 CBaseEntity::NetworkStateChanged_m_iHealth() 105 CBaseEntity::GetDamageType() const 106 CBaseEntity::GetDamage() 107 CBaseEntity::SetDamage(float) 108 CBasePlayer::EyePosition() 109 CBasePlayer::EyeAngles() 110 CBasePlayer::LocalEyeAngles() 111 CBaseEntity::EarPosition() 112 CBasePlayer::BodyTarget(Vector const&, bool) 113 CBaseEntity::HeadTarget(Vector const&) 114 CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const 115 CBaseEntity::GetViewOffset() 116 CBasePlayer::GetSmoothedVelocity() 117 CBaseAnimating::GetVelocity(Vector*, Vector*) 118 CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) 119 CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) 120 CBaseEntity::CanBeSeen() 121 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 122 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 123 CBaseEntity::CanBePoweredUp() 124 CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*) 125 CBaseEntity::GetGroundVelocityToApply(Vector&) 126 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) 127 CBaseEntity::Splash() 128 CBaseEntity::WorldSpaceCenter() const 129 CBaseEntity::GetSoundEmissionOrigin() const 130 CBaseEntity::CreateVPhysics() 131 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 132 CBasePlayer::VPhysicsDestroyObject() 133 CBasePlayer::VPhysicsUpdate(IPhysicsObject*) 134 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 135 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) 136 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject*) 137 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*) 138 CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) 139 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 140 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) 141 CBaseEntity::HasPhysicsAttacker(float) 142 CBasePlayer::PhysicsSolidMaskForEntity() const 143 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) 144 CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) 145 CBaseAnimating::GetStepOrigin() const 146 CBaseAnimating::GetStepAngles() const 147 CBaseEntity::ShouldDrawWaterImpacts() 148 CBaseEntity::NetworkStateChanged_m_fFlags() 149 CBasePlayer::NetworkStateChanged_m_hGroundEntity() 150 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity() 151 CBaseEntity::NetworkStateChanged_m_nWaterLevel() 152 CBasePlayer::NetworkStateChanged_m_flFriction() 153 CBaseEntity::NetworkStateChanged_m_vecVelocity() 154 CBasePlayer::NetworkStateChanged_m_vecViewOffset() 155 CBaseAnimating::GetIdealSpeed() const 156 CBaseAnimating::GetIdealAccel() const 157 CBaseAnimatingOverlay::StudioFrameAdvance() 158 CBaseAnimating::IsActivityFinished() 159 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) 160 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 161 CBaseAnimating::IsRagdoll() 162 CBaseAnimating::CanBecomeRagdoll() 163 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) 164 CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) 165 CDODPlayer::SetupBones(matrix3x4_t*, int) 166 CBaseAnimating::CalculateIKLocks(float) 167 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) 168 CBaseAnimating::HandleAnimEvent(animevent_t*) 169 CBaseAnimating::GetAttachment(int, matrix3x4_t&) 170 CBaseAnimating::InitBoneControllers() 171 CBaseAnimating::GetGroundSpeedVelocity() 172 CBaseAnimating::DrawServerHitboxes(float, bool) 173 CBaseAnimating::Ignite(float, bool, float, bool) 174 CBaseAnimating::Extinguish() 175 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) 176 CBaseAnimating::SetLightingOrigin(CBaseEntity*) 177 CBaseFlex::SetViewtarget(Vector const&) 178 CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) 179 CBaseFlex::ProcessSceneEvents() 180 CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) 181 CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) 182 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) 183 CBaseCombatCharacter::GetPhysicsImpactDamageTable() 184 CBaseCombatCharacter::FInViewCone(CBaseEntity*) 185 CBaseCombatCharacter::FInViewCone(Vector const&) 186 CBaseCombatCharacter::FInAimCone(CBaseEntity*) 187 CBaseCombatCharacter::FInAimCone(Vector const&) 188 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 189 CBaseCombatCharacter::FindMissTarget() 190 CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*) 191 CBasePlayer::BodyAngles() 192 CBaseCombatCharacter::BodyDirection2D() 193 CBaseCombatCharacter::BodyDirection3D() 194 CBaseCombatCharacter::HeadDirection2D() 195 CBaseCombatCharacter::HeadDirection3D() 196 CBaseCombatCharacter::EyeDirection2D() 197 CBaseCombatCharacter::EyeDirection3D() 198 CBaseCombatCharacter::GiveAmmo(int, int, bool) 199 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 200 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) 201 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*) 202 CBasePlayer::Weapon_Equip(CBaseCombatWeapon*) 203 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) 204 CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) 205 CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int) 206 CBasePlayer::Weapon_ShootPosition() 207 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*) 208 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) 209 CBaseCombatCharacter::Weapon_GetSlot(int) const 210 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) 211 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*) 212 CBaseCombatCharacter::CanBecomeServerRagdoll() 213 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 214 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 215 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 216 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) 217 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*) 218 CBaseCombatCharacter::GetDeathActivity() 219 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 220 CBaseCombatCharacter::CorpseFade() 221 CBaseCombatCharacter::HasHumanGibs() 222 CBaseCombatCharacter::HasAlienGibs() 223 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 224 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 225 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 226 CBasePlayer::Event_Dying() 227 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) 228 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) 229 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) 230 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) 231 CBaseCombatCharacter::PushawayTouch(CBaseEntity*) 232 CBaseCombatCharacter::IRelationType(CBaseEntity*) 233 CBaseCombatCharacter::IRelationPriority(CBaseEntity*) 234 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) 235 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) 236 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) 237 CBasePlayer::DoMuzzleFlash() 238 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int) 239 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int) 240 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) 241 CBasePlayer::NetworkStateChanged_m_iAmmo() 242 CDODPlayer::CreateViewModel(int) 243 CDODPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int) 244 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const 245 CDODPlayer::SharedSpawn() 246 CDODPlayer::InitialSpawn() 247 CBasePlayer::InitHUD() 248 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*) 249 CDODPlayer::PlayerDeathThink() 250 CBasePlayer::Jump() 251 CBasePlayer::Duck() 252 CDODPlayer::PreThink() 253 CDODPlayer::PostThink() 254 CBasePlayer::DamageEffect(float, int) 255 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 256 CBasePlayer::ShouldFadeOnDeath() 257 CBasePlayer::IsFakeClient() const 258 CDODPlayer::GetPlayerMins() const 259 CDODPlayer::GetPlayerMaxs() const 260 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float) 261 CBasePlayer::PackDeadPlayerItems() 262 CBasePlayer::RemoveAllItems(bool) 263 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*) 264 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*) 265 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*) 266 CBasePlayer::UpdateClientData() 267 CBasePlayer::ExitLadder() 268 CDODPlayer::FlashlightIsOn() 269 CDODPlayer::FlashlightTurnOn() 270 CDODPlayer::FlashlightTurnOff() 271 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*) 272 CDODPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&) 273 CDODPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool) 274 CDODPlayer::DeathSound() 275 CDODPlayer::SetAnimation(PLAYER_ANIM) 276 CBasePlayer::ImpulseCommands() 277 CDODPlayer::CheatImpulseCommands(int) 278 CDODPlayer::ClientCommand(char const*) 279 CBasePlayer::StartObserverMode(int) 280 CBasePlayer::StopObserverMode() 281 CDODPlayer::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 CDODPlayer::StartReplayMode(float, float, int) 293 CDODPlayer::StopReplayMode() 294 CBasePlayer::GetDelayTicks() 295 CBasePlayer::GetReplayEntity() 296 CBasePlayer::CreateCorpse() 297 CDODPlayer::EntSelectSpawnPoint() 298 CBasePlayer::GetInVehicle(IServerVehicle*, int) 299 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&) 300 CBasePlayer::OnVehicleStart() 301 CBasePlayer::OnVehicleEnd(Vector&) 302 CDODPlayer::BumpWeapon(CBaseCombatWeapon*) 303 CBasePlayer::SelectLastItem() 304 CBasePlayer::SelectItem(char const*, int) 305 CBasePlayer::ItemPostFrame() 306 CDODPlayer::GiveNamedItem(char const*, int) 307 CDODPlayer::CheckTrainUpdate() 308 CBasePlayer::SetPlayerUnderwater(bool) 309 CBasePlayer::CanBreatheUnderwater() const 310 CBasePlayer::PlayerUse() 311 CBasePlayer::PlayUseDenySound() 312 CDODPlayer::FindUseEntity() 313 CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int) 314 CBasePlayer::PickupObject(CBaseEntity*, bool) 315 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*) 316 CBasePlayer::GetHeldObjectMass(IPhysicsObject*) 317 CDODPlayer::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 CDODPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*) 324 CBasePlayer::CanSpeak() 325 CDODPlayer::CanHearChatFrom(CBasePlayer*) 326 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&) 327 CDODPlayer::CheckChatText(char*, int) 328 CBasePlayer::IsFollowingPhysics() 329 CDODPlayer::InitVCollision() 330 CBasePlayer::UpdatePhysicsShadowToCurrentPosition() 331 CBasePlayer::EquipSuit() 332 CDODPlayer::CommitSuicide() 333 CBasePlayer::IsBot() const 334 CBasePlayer::SpawnArmorValue() const 335 CBasePlayer::NetworkStateChanged_m_ArmorValue()