CDODPlayer Offset List (Day of Defeat: Source)

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Revision as of 18:35, 18 May 2006 by Showdax (talk | contribs)
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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()