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 2006/06/29.
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::_GetClassName() 11 CDODPlayer::GetServerClass() 12 CDODPlayer::GetClassName() 13 CDODPlayer::YouForgotToImplementOrDeclareServerClass() 14 CDODPlayer::GetDataDescMap() 15 CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) 16 CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) 17 CDODPlayer::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 CDODPlayer::Spawn() 25 CDODPlayer::Precache() 26 CBaseFlex::SetModel(char const*) 27 CBaseEntity::PostConstructor(char const*) 28 CBaseEntity::PostClientActive() 29 CBaseEntity::ParseMapData(CEntityMapData*) 30 CBaseEntity::KeyValue(char const*, char const*) 31 CBaseEntity::KeyValue(char const*, float) 32 CBaseEntity::KeyValue(char const*, Vector) 33 CBasePlayer::Activate() 34 CBaseEntity::SetParent(CBaseEntity*, int) 35 CBasePlayer::ObjectCaps() 36 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) 37 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) 38 CBasePlayer::DrawDebugGeometryOverlays() 39 CBaseAnimating::DrawDebugTextOverlays() 40 CBasePlayer::Save(ISave&) 41 CBasePlayer::Restore(IRestore&) 42 CBasePlayer::ShouldSavePhysics() 43 CBaseEntity::OnSave(IEntitySaveUtils*) 44 CBasePlayer::OnRestore() 45 CBasePlayer::RequiredEdictIndex() 46 CBaseEntity::MoveDone() 47 CBaseEntity::Think() 48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick() 49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*) 50 CBaseAnimating::GetBaseAnimating() 51 CBaseEntity::GetResponseSystem() 52 CBaseEntity::DispatchResponse(char const*) 53 CBasePlayer::Classify() 54 CBaseEntity::DeathNotice(CBaseEntity*) 55 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 56 CBaseEntity::GetAutoAimRadius() 57 CBaseEntity::GetAutoAimCenter() 58 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 59 CDODPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*) 60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 61 CDODPlayer::OnTakeDamage(CTakeDamageInfo const&) 62 CBasePlayer::TakeHealth(float, int) 63 CDODPlayer::Event_Killed(CTakeDamageInfo const&) 64 CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) 65 CBaseCombatCharacter::BloodColor() 66 CBaseEntity::IsTriggered(CBaseEntity*) 67 CBaseEntity::IsNPC() const 68 CBaseCombatCharacter::MyCombatCharacterPointer() 69 CBaseEntity::GetDelay() 70 CBaseEntity::IsMoving() 71 CBaseEntity::DamageDecal(int, int) 72 CBaseEntity::DecalTrace(CGameTrace*, char const*) 73 CBaseEntity::ImpactTrace(CGameTrace*, int, char*) 74 CBaseEntity::OnControls(CBaseEntity*) 75 CBaseEntity::HasTarget(string_t) 76 CBasePlayer::IsPlayer() const 77 CBasePlayer::IsNetClient() const 78 CBaseEntity::IsTemplate() 79 CBaseEntity::IsBaseObject() const 80 CBaseEntity::GetServerVehicle() 81 CBaseEntity::IsViewable() 82 CDODPlayer::ChangeTeam(int) 83 CBaseEntity::OnEntityEvent(EntityEvent_t, void*) 84 CBaseEntity::CanStandOn(CBaseEntity*) const 85 CBaseEntity::CanStandOn(edict_t*) const 86 CBaseEntity::GetEnemy() 87 CBaseEntity::GetEnemy() const 88 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) 89 CBaseEntity::StartTouch(CBaseEntity*) 90 CBasePlayer::Touch(CBaseEntity*) 91 CBaseEntity::EndTouch(CBaseEntity*) 92 CBaseEntity::StartBlocked(CBaseEntity*) 93 CBaseEntity::Blocked(CBaseEntity*) 94 CBaseEntity::EndBlocked() 95 CBasePlayer::PhysicsSimulate() 96 CBasePlayer::UpdateOnRemove() 97 CBaseEntity::StopLoopingSounds() 98 CBaseEntity::SUB_AllowedToFade() 99 CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) 100 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) 101 CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int) 102 CDODPlayer::FireBullets(FireBulletsInfo_t const&) 103 CBasePlayer::DoImpactEffect(CGameTrace&, int) 104 CBaseEntity::Respawn() 105 CBaseEntity::IsLockedByMaster() 106 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) 107 CBaseEntity::NetworkStateChanged_m_iMaxHealth() 108 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) 109 CBasePlayer::NetworkStateChanged_m_iHealth() 110 CBasePlayer::NetworkStateChanged_m_iHealth(void*) 111 CBasePlayer::NetworkStateChanged_m_lifeState() 112 CBasePlayer::NetworkStateChanged_m_lifeState(void*) 113 CBaseEntity::NetworkStateChanged_m_takedamage() 114 CBaseEntity::NetworkStateChanged_m_takedamage(void*) 115 CBaseEntity::GetDamageType() const 116 CBaseEntity::GetDamage() 117 CBaseEntity::SetDamage(float) 118 CBasePlayer::EyePosition() 119 CBasePlayer::EyeAngles() 120 CBasePlayer::LocalEyeAngles() 121 CBaseEntity::EarPosition() 122 CBasePlayer::BodyTarget(Vector const&, bool) 123 CBaseEntity::HeadTarget(Vector const&) 124 CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const 125 CBaseEntity::GetViewOffset() 126 CBasePlayer::GetSmoothedVelocity() 127 CBaseAnimating::GetVelocity(Vector*, Vector*) 128 CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) 129 CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) 130 CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) 131 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 132 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 133 CBaseEntity::CanBePoweredUp() 134 CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*) 135 CBaseEntity::GetGroundVelocityToApply(Vector&) 136 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) 137 CBaseEntity::Splash() 138 CBaseEntity::WorldSpaceCenter() const 139 CBaseEntity::GetSoundEmissionOrigin() const 140 CBaseEntity::CreateVPhysics() 141 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 142 CBasePlayer::VPhysicsDestroyObject() 143 CBasePlayer::VPhysicsUpdate(IPhysicsObject*) 144 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 145 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) 146 CDODPlayer::VPhysicsShadowUpdate(IPhysicsObject*) 147 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*) 148 CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) 149 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 150 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) 151 CBaseEntity::HasPhysicsAttacker(float) 152 CBasePlayer::PhysicsSolidMaskForEntity() const 153 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) 154 CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) 155 CBaseAnimating::GetStepOrigin() const 156 CBaseAnimating::GetStepAngles() const 157 CBaseEntity::ShouldDrawWaterImpacts() 158 CBaseEntity::NetworkStateChanged_m_fFlags() 159 CBaseEntity::NetworkStateChanged_m_fFlags(void*) 160 CBasePlayer::NetworkStateChanged_m_nWaterLevel() 161 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*) 162 CBasePlayer::NetworkStateChanged_m_hGroundEntity() 163 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*) 164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity() 165 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*) 166 CBasePlayer::NetworkStateChanged_m_flFriction() 167 CBasePlayer::NetworkStateChanged_m_flFriction(void*) 168 CBasePlayer::NetworkStateChanged_m_vecVelocity() 169 CBasePlayer::NetworkStateChanged_m_vecVelocity(void*) 170 CBasePlayer::NetworkStateChanged_m_vecViewOffset() 171 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*) 172 CBaseAnimating::GetIdealSpeed() const 173 CBaseAnimating::GetIdealAccel() const 174 CBaseAnimatingOverlay::StudioFrameAdvance() 175 CBaseAnimating::IsActivityFinished() 176 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) 177 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 178 CBaseAnimating::IsRagdoll() 179 CBaseAnimating::CanBecomeRagdoll() 180 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) 181 CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) 182 CDODPlayer::SetupBones(matrix3x4_t*, int) 183 CBaseAnimating::CalculateIKLocks(float) 184 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) 185 CBaseAnimating::HandleAnimEvent(animevent_t*) 186 CBaseAnimating::GetAttachment(int, matrix3x4_t&) 187 CBaseAnimating::InitBoneControllers() 188 CBaseAnimating::GetGroundSpeedVelocity() 189 CBaseAnimating::Ignite(float, bool, float, bool) 190 CBaseAnimating::Extinguish() 191 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) 192 CBaseAnimating::SetLightingOrigin(CBaseEntity*) 193 CBaseFlex::SetViewtarget(Vector const&) 194 CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) 195 CBaseFlex::ProcessSceneEvents() 196 CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) 197 CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) 198 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) 199 CBaseCombatCharacter::GetPhysicsImpactDamageTable() 200 CBaseCombatCharacter::FInViewCone(CBaseEntity*) 201 CBaseCombatCharacter::FInViewCone(Vector const&) 202 CBaseCombatCharacter::FInAimCone(CBaseEntity*) 203 CBaseCombatCharacter::FInAimCone(Vector const&) 204 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 205 CBaseCombatCharacter::FindMissTarget() 206 CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*) 207 CBasePlayer::BodyAngles() 208 CBaseCombatCharacter::BodyDirection2D() 209 CBaseCombatCharacter::BodyDirection3D() 210 CBaseCombatCharacter::HeadDirection2D() 211 CBaseCombatCharacter::HeadDirection3D() 212 CBaseCombatCharacter::EyeDirection2D() 213 CBaseCombatCharacter::EyeDirection3D() 214 CBaseCombatCharacter::GiveAmmo(int, int, bool) 215 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 216 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) 217 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*) 218 CBasePlayer::Weapon_Equip(CBaseCombatWeapon*) 219 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) 220 CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) 221 CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int) 222 CBasePlayer::Weapon_ShootPosition() 223 CDODPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*) 224 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) 225 CBaseCombatCharacter::Weapon_GetSlot(int) const 226 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) 227 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*) 228 CBaseCombatCharacter::CanBecomeServerRagdoll() 229 CDODPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 230 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 231 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 232 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) 233 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*) 234 CBaseCombatCharacter::GetDeathActivity() 235 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 236 CBaseCombatCharacter::CorpseFade() 237 CBaseCombatCharacter::HasHumanGibs() 238 CBaseCombatCharacter::HasAlienGibs() 239 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 240 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 241 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 242 CBasePlayer::Event_Dying() 243 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) 244 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) 245 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) 246 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) 247 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) 248 CBaseCombatCharacter::PushawayTouch(CBaseEntity*) 249 CBaseCombatCharacter::IRelationType(CBaseEntity*) 250 CBaseCombatCharacter::IRelationPriority(CBaseEntity*) 251 CBaseCombatCharacter::IsInAVehicle() 252 CBasePlayer::GetVehicle() 253 CBasePlayer::GetVehicleEntity() 254 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) 255 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) 256 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) 257 CBasePlayer::DoMuzzleFlash() 258 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int) 259 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) 260 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int) 261 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) 262 CBasePlayer::NetworkStateChanged_m_iAmmo() 263 CBasePlayer::NetworkStateChanged_m_iAmmo(void*) 264 CDODPlayer::CreateViewModel(int) 265 CDODPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int) 266 CDODPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const 267 CDODPlayer::SharedSpawn() 268 CDODPlayer::InitialSpawn() 269 CBasePlayer::InitHUD() 270 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*) 271 CDODPlayer::PlayerDeathThink() 272 CBasePlayer::Jump() 273 CBasePlayer::Duck() 274 CDODPlayer::PreThink() 275 CDODPlayer::PostThink() 276 CBasePlayer::DamageEffect(float, int) 277 CDODPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 278 CBasePlayer::ShouldFadeOnDeath() 279 CBasePlayer::IsFakeClient() const 280 CDODPlayer::GetPlayerMins() const 281 CDODPlayer::GetPlayerMaxs() const 282 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float) 283 CBasePlayer::PackDeadPlayerItems() 284 CBasePlayer::RemoveAllItems(bool) 285 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*) 286 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*) 287 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*) 288 CBasePlayer::UpdateClientData() 289 CBasePlayer::ExitLadder() 290 CDODPlayer::FlashlightIsOn() 291 CDODPlayer::FlashlightTurnOn() 292 CDODPlayer::FlashlightTurnOff() 293 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*) 294 CDODPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&) 295 CDODPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool) 296 CDODPlayer::DeathSound(CTakeDamageInfo const&) 297 CDODPlayer::SetAnimation(PLAYER_ANIM) 298 CBasePlayer::ImpulseCommands() 299 CDODPlayer::CheatImpulseCommands(int) 300 CDODPlayer::ClientCommand(char const*) 301 CBasePlayer::StartObserverMode(int) 302 CBasePlayer::StopObserverMode() 303 CDODPlayer::SetObserverMode(int) 304 CBasePlayer::GetObserverMode() 305 CBasePlayer::SetObserverTarget(CBaseEntity*) 306 CBasePlayer::ObserverUse(bool) 307 CBasePlayer::GetObserverTarget() 308 CBasePlayer::FindNextObserverTarget(bool) 309 CBasePlayer::IsValidObserverTarget(CBaseEntity*) 310 CBasePlayer::CheckObserverSettings() 311 CBasePlayer::JumptoPosition(Vector const&, QAngle const&) 312 CBasePlayer::ForceObserverMode(int) 313 CBasePlayer::ResetObserverMode() 314 CDODPlayer::StartReplayMode(float, float, int) 315 CDODPlayer::StopReplayMode() 316 CBasePlayer::GetDelayTicks() 317 CBasePlayer::GetReplayEntity() 318 CBasePlayer::CreateCorpse() 319 CDODPlayer::EntSelectSpawnPoint() 320 CBasePlayer::GetInVehicle(IServerVehicle*, int) 321 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&) 322 CBasePlayer::OnVehicleStart() 323 CBasePlayer::OnVehicleEnd(Vector&) 324 CDODPlayer::BumpWeapon(CBaseCombatWeapon*) 325 CBasePlayer::SelectLastItem() 326 CBasePlayer::SelectItem(char const*, int) 327 CBasePlayer::ItemPostFrame() 328 CDODPlayer::GiveNamedItem(char const*, int) 329 CDODPlayer::CheckTrainUpdate() 330 CBasePlayer::SetPlayerUnderwater(bool) 331 CBasePlayer::CanBreatheUnderwater() const 332 CBasePlayer::PlayerUse() 333 CBasePlayer::PlayUseDenySound() 334 CDODPlayer::FindUseEntity() 335 CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int) 336 CBasePlayer::PickupObject(CBaseEntity*, bool) 337 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*) 338 CBasePlayer::GetHeldObjectMass(IPhysicsObject*) 339 CDODPlayer::UpdateGeigerCounter() 340 CBasePlayer::GetAutoaimVector(float) 341 CBasePlayer::GetAutoaimVector(float, float) 342 CBasePlayer::GetAutoaimVector(autoaim_params_t&) 343 CBasePlayer::ShouldAutoaim() 344 CBasePlayer::ForceClientDllUpdate() 345 CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool) 346 CDODPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*) 347 CBasePlayer::CanSpeak() 348 ghostchat_mm::__SourceHook_MFHCls_CBasePlayer_CanHearChatFrom::Func(CBasePlayer*) 349 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&) 350 CDODPlayer::CheckChatText(char*, int) 351 CBasePlayer::IsFollowingPhysics() 352 CDODPlayer::InitVCollision() 353 CBasePlayer::UpdatePhysicsShadowToCurrentPosition() 354 CBasePlayer::EquipSuit(bool) 355 CBasePlayer::RemoveSuit() 356 CDODPlayer::CommitSuicide() 357 CBasePlayer::IsBot() const 358 CBasePlayer::SpawnArmorValue() const 359 CBasePlayer::NetworkStateChanged_m_ArmorValue() 360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void*)