CHL2MP Player Offset List (Half-Life 2: Deathmatch)
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 CHL2MP_Player::~CHL2MP_Player() 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 CBasePlayer::GetPredDescMap() 11 CHL2MP_Player::GetServerClass() 12 CHL2MP_Player::GetClassName() 13 CHL2MP_Player::YouForgotToImplementOrDeclareServerClass() 14 CHL2MP_Player::GetDataDescMap() 15 CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) 16 CHL2_Player::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) 17 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) 18 CBaseEntity::ShouldCollide(int, int) const 19 CBaseEntity::SetOwnerEntity(CBaseEntity*) 20 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 21 CBasePlayer::UpdateTransmitState() 22 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) 23 CBasePlayer::GetTracerType() 24 CHL2MP_Player::Spawn() 25 CHL2MP_Player::Precache() 26 CBaseFlex::SetModel(char const*) 27 CBaseEntity::PostConstructor(char const*) 28 CBaseEntity::ParseMapData(CEntityMapData*) 29 CBaseEntity::KeyValue(char const*, char const*) 30 CBaseEntity::KeyValue(char const*, float) 31 CBaseEntity::KeyValue(char const*, Vector) 32 CBaseEntity::ValidateEntityConnections() 33 CBasePlayer::Activate() 34 CBasePlayer::ObjectCaps() 35 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) 36 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) 37 CHL2_Player::DrawDebugGeometryOverlays() 38 CBaseAnimating::DrawDebugTextOverlays() 39 CBasePlayer::Save(ISave&) 40 CBasePlayer::Restore(IRestore&) 41 CBasePlayer::ShouldSavePhysics() 42 CBaseEntity::OnSave(IEntitySaveUtils*) 43 CHL2_Player::OnRestore() 44 CBasePlayer::RequiredEdictIndex() 45 CBaseEntity::MoveDone() 46 CBaseEntity::Think() 47 CBaseEntity::NetworkStateChanged_m_nNextThinkTick() 48 CBaseAnimating::GetBaseAnimating() 49 CBaseEntity::GetResponseSystem() 50 CBaseEntity::DispatchResponse(char const*) 51 CHL2_Player::Classify() 52 CBaseEntity::DeathNotice(CBaseEntity*) 53 CHL2_Player::PassesDamageFilter(CTakeDamageInfo const&) 54 CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*) 55 CHL2MP_Player::OnTakeDamage(CTakeDamageInfo const&) 56 CBasePlayer::TakeHealth(float, int) 57 CHL2MP_Player::Event_Killed(CTakeDamageInfo const&) 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() 71 CBaseEntity::IsTemplate() 72 CBaseEntity::IsBaseObject() const 73 CBaseEntity::GetServerVehicle() 74 CBaseEntity::IsViewable() 75 CHL2MP_Player::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 CHL2MP_Player::UpdateOnRemove() 90 CHL2_Player::StopLoopingSounds() 91 CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) 92 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) 93 CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int) 94 CHL2MP_Player::FireBullets(FireBulletsInfo_t const&) 95 CBasePlayer::DoImpactEffect(CGameTrace&, int) 96 CBaseEntity::Respawn() 97 CBaseEntity::IsLockedByMaster() 98 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) 99 CBasePlayer::NetworkStateChanged_m_lifeState() 100 CBaseEntity::NetworkStateChanged_m_takedamage() 101 CBaseEntity::NetworkStateChanged_m_iMaxHealth() 102 CBaseEntity::NetworkStateChanged_m_iHealth() 103 CBaseEntity::GetDamageType() const 104 CBaseEntity::GetDamage() 105 CBaseEntity::SetDamage(float) 106 CBasePlayer::EyePosition() 107 CBasePlayer::EyeAngles() 108 CBasePlayer::LocalEyeAngles() 109 CBaseEntity::EarPosition() 110 CBasePlayer::BodyTarget(Vector const&, bool) 111 CBaseEntity::HeadTarget(Vector const&) 112 CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const 113 CBaseEntity::GetViewOffset() 114 CBasePlayer::GetSmoothedVelocity() 115 CBaseAnimating::GetVelocity(Vector*, Vector*) 116 CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) 117 CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) 118 CBaseEntity::CanBeSeen() 119 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 120 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 121 CBaseEntity::CanBePoweredUp() 122 CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*) 123 CBaseEntity::GetGroundVelocityToApply(Vector&) 124 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) 125 CBaseEntity::Splash() 126 CBaseEntity::WorldSpaceCenter() const 127 CBaseEntity::GetSoundEmissionOrigin() const 128 CBaseEntity::CreateVPhysics() 129 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 130 CBasePlayer::VPhysicsDestroyObject() 131 CBasePlayer::VPhysicsUpdate(IPhysicsObject*) 132 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 133 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) 134 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject*) 135 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*) 136 CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) 137 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 138 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) 139 CBaseEntity::HasPhysicsAttacker(float) 140 CBasePlayer::PhysicsSolidMaskForEntity() const 141 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) 142 CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) 143 CBaseAnimating::GetStepOrigin() const 144 CBaseAnimating::GetStepAngles() const 145 CBaseEntity::ShouldDrawWaterImpacts() 146 CBaseEntity::NetworkStateChanged_m_fFlags() 147 CBasePlayer::NetworkStateChanged_m_hGroundEntity() 148 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity() 149 CBaseEntity::NetworkStateChanged_m_nWaterLevel() 150 CBasePlayer::NetworkStateChanged_m_flFriction() 151 CBaseEntity::NetworkStateChanged_m_vecVelocity() 152 CBasePlayer::NetworkStateChanged_m_vecViewOffset() 153 CBaseAnimating::GetIdealSpeed() const 154 CBaseAnimating::GetIdealAccel() const 155 CBaseAnimatingOverlay::StudioFrameAdvance() 156 CBaseAnimating::IsActivityFinished() 157 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) 158 CHL2MP_Player::BecomeRagdollOnClient(Vector const&) 159 CBaseAnimating::IsRagdoll() 160 CBaseAnimating::CanBecomeRagdoll() 161 CBaseAnimatingOverlay::GetSkeleton(Vector*, Quaternion*, int) 162 CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) 163 CBaseAnimating::SetupBones(matrix3x4_t*, int) 164 CBaseAnimating::CalculateIKLocks(float) 165 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) 166 CBaseAnimating::HandleAnimEvent(animevent_t*) 167 CBaseAnimating::GetAttachment(int, matrix3x4_t&) 168 CBaseAnimating::InitBoneControllers() 169 CBaseAnimating::GetGroundSpeedVelocity() 170 CBaseAnimating::DrawServerHitboxes(float, bool) 171 CBaseAnimating::Ignite(float, bool, float, bool) 172 CBaseAnimating::Extinguish() 173 CBaseCombatCharacter::SetLightingOrigin(CBaseEntity*) 174 CBaseFlex::SetViewtarget(Vector const&) 175 CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) 176 CBaseFlex::ProcessSceneEvents() 177 CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) 178 CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) 179 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) 180 CBaseCombatCharacter::GetPhysicsImpactDamageTable() 181 CBaseCombatCharacter::FInViewCone(CBaseEntity*) 182 CBaseCombatCharacter::FInViewCone(Vector const&) 183 CBaseCombatCharacter::FInAimCone(CBaseEntity*) 184 CBaseCombatCharacter::FInAimCone(Vector const&) 185 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter*) 186 CBaseCombatCharacter::FindMissTarget() 187 CHL2_Player::HandleInteraction(int, void*, CBaseCombatCharacter*) 188 CBasePlayer::BodyAngles() 189 CBaseCombatCharacter::BodyDirection2D() 190 CBaseCombatCharacter::BodyDirection3D() 191 CBaseCombatCharacter::HeadDirection2D() 192 CBaseCombatCharacter::HeadDirection3D() 193 CHL2_Player::EyeDirection2D() 194 CHL2_Player::EyeDirection3D() 195 CHL2_Player::GiveAmmo(int, int, bool) 196 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 197 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) 198 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon*) 199 CHL2_Player::Weapon_Equip(CBaseCombatWeapon*) 200 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) 201 CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) 202 CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon*, int) 203 CBasePlayer::Weapon_ShootPosition() 204 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) 205 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) 206 CBaseCombatCharacter::Weapon_GetSlot(int) const 207 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) 208 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*) 209 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 210 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 211 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 212 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) 213 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity*) 214 CBaseCombatCharacter::GetDeathActivity() 215 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 216 CBaseCombatCharacter::CorpseFade() 217 CBaseCombatCharacter::HasHumanGibs() 218 CBaseCombatCharacter::HasAlienGibs() 219 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 220 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 221 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 222 CBasePlayer::Event_Dying() 223 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) 224 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) 225 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) 226 CBaseCombatCharacter::IRelationType(CBaseEntity*) 227 CBaseCombatCharacter::IRelationPriority(CBaseEntity*) 228 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon*) 229 CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) 230 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) 231 CBasePlayer::DoMuzzleFlash() 232 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int) 233 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int) 234 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) 235 CBasePlayer::NetworkStateChanged_m_iAmmo() 236 CHL2MP_Player::CreateViewModel(int) 237 CHL2_Player::SetupVisibility(CBaseEntity*, unsigned char*, int) 238 CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const 239 CBasePlayer::SharedSpawn() 240 CBasePlayer::InitialSpawn() 241 CBasePlayer::InitHUD() 242 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*) 243 CBasePlayer::PlayerDeathThink() 244 CBasePlayer::Jump() 245 CBasePlayer::Duck() 246 CHL2MP_Player::PreThink() 247 CHL2MP_Player::PostThink() 248 CBasePlayer::DamageEffect(float, int) 249 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&) 250 CBasePlayer::ShouldFadeOnDeath() 251 CBasePlayer::IsFakeClient() 252 CBasePlayer::GetPlayerMins() const 253 CBasePlayer::GetPlayerMaxs() const 254 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float) 255 CBasePlayer::PackDeadPlayerItems() 256 CBasePlayer::RemoveAllItems(bool) 257 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*) 258 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*) 259 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*) 260 CHL2_Player::UpdateClientData() 261 CHL2_Player::ExitLadder() 262 CHL2MP_Player::FlashlightIsOn() 263 CHL2MP_Player::FlashlightTurnOn() 264 CHL2MP_Player::FlashlightTurnOff() 265 CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&) 266 CHL2MP_Player::PlayStepSound(Vector&, surfacedata_t*, float, bool) 267 CHL2MP_Player::DeathSound() 268 CHL2MP_Player::SetAnimation(PLAYER_ANIM) 269 CBasePlayer::ImpulseCommands() 270 CHL2MP_Player::CheatImpulseCommands(int) 271 CHL2MP_Player::ClientCommand(char const*) 272 CHL2MP_Player::StartObserverMode(int) 273 CBasePlayer::StopObserverMode() 274 CBasePlayer::SetObserverMode(int) 275 CBasePlayer::GetObserverMode() 276 CBasePlayer::SetObserverTarget(CBaseEntity*) 277 CBasePlayer::ObserverUse(bool) 278 CBasePlayer::GetObserverTarget() 279 CBasePlayer::FindNextObserverTarget(bool) 280 CBasePlayer::IsValidObserverTarget(CBaseEntity*) 281 CBasePlayer::CheckObserverSettings() 282 CBasePlayer::JumptoPosition(Vector const&, QAngle const&) 283 CBasePlayer::ForceObserverMode(int) 284 CBasePlayer::ResetObserverMode() 285 CHL2_Player::CreateCorpse() 286 CHL2MP_Player::EntSelectSpawnPoint() 287 CHL2_Player::GetInVehicle(IServerVehicle*, int) 288 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&) 289 CBasePlayer::OnVehicleStart() 290 CBasePlayer::OnVehicleEnd(Vector&) 291 CHL2MP_Player::BumpWeapon(CBaseCombatWeapon*) 292 CBasePlayer::SelectLastItem() 293 CBasePlayer::SelectItem(char const*, int) 294 CHL2_Player::ItemPostFrame() 295 CBasePlayer::GiveNamedItem(char const*, int) 296 CBasePlayer::CheckTrainUpdate() 297 CHL2_Player::SetPlayerUnderwater(bool) 298 CHL2_Player::CanBreatheUnderwater() const 299 CHL2_Player::PlayerUse() 300 CHL2_Player::PlayUseDenySound() 301 CBasePlayer::FindUseEntity() 302 CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int) 303 CHL2MP_Player::PickupObject(CBaseEntity*, bool) 304 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity*) 305 CHL2_Player::GetHeldObjectMass(IPhysicsObject*) 306 CBasePlayer::UpdateGeigerCounter() 307 CHL2_Player::GetAutoaimVector(float) 308 CBasePlayer::ShouldAutoaim() 309 CBasePlayer::ForceClientDllUpdate() 310 CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool) 311 CHL2_Player::PlayerRunCommand(CUserCmd*, IMoveHelper*) 312 CBasePlayer::CanSpeak() 313 CBasePlayer::CanHearChatFrom(CBasePlayer*) 314 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&) 315 CBasePlayer::CheckChatText(char*, int) 316 CHL2_Player::IsFollowingPhysics() 317 CHL2_Player::InitVCollision() 318 CBasePlayer::UpdatePhysicsShadowToCurrentPosition() 319 CHL2_Player::EquipSuit() 320 CBasePlayer::IsBot() 321 CBasePlayer::NetworkStateChanged_m_ArmorValue() 322 CHL2_Player::CommanderMode() 323 CHL2_Player::GetIdleTime() const 324 CHL2_Player::GetMoveTime() const 325 CHL2_Player::GetLastDamageTime() const 326 CHL2_Player::IsDucking() const 327 CHL2_Player::Weapon_Lower() 328 CHL2_Player::Weapon_Ready() 329 CHL2_Player::IsHoldingEntity(CBaseEntity*) 330 CHL2_Player::UpdateWeaponPosture()