CDYSPlayer Offset List (Dystopia)
Also for use when using VFunc offsets.
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.
Last Updated 09 Sept 2006
0 CDYSPlayer::~CDYSPlayer() 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 CDYSPlayer::GetPredDescMap() 10 CDYSPlayer::GetServerClass() 11 CDYSPlayer::GetClassName() 12 CDYSPlayer::YouForgotToImplementOrDeclareServerClass() 13 CBasePlayer::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 CDYSPlayer::SetTransmit(CCheckTransmitInfo*, bool) 22 CBasePlayer::GetTracerType() 23 CDYSPlayer::Spawn() 24 CDYSPlayer::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 CDYSPlayer::Classify() 51 CBaseEntity::DeathNotice(CBaseEntity*) 52 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 53 CDYSPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*) 54 CBasePlayer::OnTakeDamage(CTakeDamageInfo const&) 55 CDYSPlayer::TakeHealth(float, int) 56 CDYSPlayer::Event_Killed(CTakeDamageInfo const&) 57 CBaseCombatCharacter::BloodColor() 58 CBaseEntity::IsTriggered(CBaseEntity*) 59 CBaseEntity::IsNPC() const 60 CBaseCombatCharacter::MyCombatCharacterPointer() 61 CBaseEntity::GetDelay() 62 CBaseEntity::IsMoving() 63 CBaseEntity::DamageDecal(int, int) 64 CBaseEntity::DecalTrace(CGameTrace*, char const*) 65 CBaseEntity::ImpactTrace(CGameTrace*, int, char*) 66 CBaseEntity::OnControls(CBaseEntity*) 67 CBaseEntity::HasTarget(string_t) 68 CBasePlayer::IsPlayer() const 69 CBasePlayer::IsNetClient() 70 CBaseEntity::IsTemplate() 71 CBaseEntity::IsBaseObject() const 72 CBaseEntity::GetServerVehicle() 73 CBaseEntity::GetServerVehicleTwo() 74 CBaseEntity::IsViewable() 75 CBasePlayer::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 CBasePlayer::UpdateOnRemove() 90 CBaseEntity::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 CBaseEntity::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 CDYSPlayer::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 CBaseAnimating::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 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 186 CBaseCombatCharacter::FindMissTarget() 187 CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*) 188 CBasePlayer::BodyAngles() 189 CBaseCombatCharacter::BodyDirection2D() 190 CBaseCombatCharacter::BodyDirection3D() 191 CBaseCombatCharacter::HeadDirection2D() 192 CBaseCombatCharacter::HeadDirection3D() 193 CBaseCombatCharacter::EyeDirection2D() 194 CBaseCombatCharacter::EyeDirection3D() 195 CBaseCombatCharacter::GiveAmmo(int, int, bool) 196 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 197 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) 198 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*) 199 CBasePlayer::Weapon_Equip(CBaseCombatWeapon*) 200 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) 201 CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) 202 CBasePlayer::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 CDYSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 210 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 211 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 212 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) 213 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*) 214 CBaseCombatCharacter::GetDeathActivity() 215 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 216 CBaseCombatCharacter::CorpseFade() 217 CBaseCombatCharacter::HasHumanGibs() 218 CBaseCombatCharacter::HasAlienGibs() 219 CDYSPlayer::ShouldGib(CTakeDamageInfo const&) 220 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 221 CDYSPlayer::Event_Gibbed(CTakeDamageInfo const&) 222 CDYSPlayer::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 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) 229 CBaseCombatCharacter::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 CDYSPlayer::CreateViewModel(int) 237 CDYSPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int) 238 CBasePlayer::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 CDYSPlayer::PlayerDeathThink() 244 CBasePlayer::Jump() 245 CBasePlayer::Duck() 246 CDYSPlayer::PreThink() 247 CDYSPlayer::PostThink() 248 CDYSPlayer::DamageEffect(float, int) 249 CBasePlayer::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 CDYSPlayer::UpdateClientData() 261 CBasePlayer::ExitLadder() 262 CBasePlayer::FlashlightIsOn() 263 CBasePlayer::FlashlightTurnOn() 264 CBasePlayer::FlashlightTurnOff() 265 CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&) 266 CDYSPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool) 267 CBasePlayer::DeathSound() 268 CDYSPlayer::SetAnimation(PLAYER_ANIM) 269 CBasePlayer::ImpulseCommands() 270 CDYSPlayer::CheatImpulseCommands(int) 271 CDYSPlayer::ClientCommand(char const*) 272 CBasePlayer::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 CBasePlayer::CreateCorpse() 286 CBasePlayer::EntSelectSpawnPoint() 287 CBasePlayer::GetInVehicle(IServerVehicle*, int) 288 CDYSPlayer::LeaveVehicle(Vector const&, QAngle const&) 289 CBasePlayer::OnVehicleStart() 290 CDYSPlayer::OnVehicleEnd() 291 CDYSPlayer::BumpWeapon(CBaseCombatWeapon*) 292 CBasePlayer::SelectLastItem() 293 CBasePlayer::SelectItem(char const*, int) 294 CBasePlayer::ItemPostFrame() 295 CBasePlayer::GiveNamedItem(char const*, int) 296 CBasePlayer::CheckTrainUpdate() 297 CBasePlayer::SetPlayerUnderwater(bool) 298 CBasePlayer::CanBreatheUnderwater() const 299 CDYSPlayer::PlayerUse() 300 CBasePlayer::PlayUseDenySound() 301 CBasePlayer::FindUseEntity() 302 CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int) 303 CBasePlayer::PickupObject(CBaseEntity*, bool) 304 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*) 305 CBasePlayer::GetHeldObjectMass(IPhysicsObject*) 306 CBasePlayer::UpdateGeigerCounter() 307 CBasePlayer::GetAutoaimVector(float) 308 CBasePlayer::ShouldAutoaim() 309 CBasePlayer::ForceClientDllUpdate() 310 CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool) 311 CDYSPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*) 312 CBasePlayer::CanSpeak() 313 CBasePlayer::CanHearChatFrom(CBasePlayer*) 314 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&) 315 CBasePlayer::CheckChatText(char*, int) 316 CBasePlayer::IsFollowingPhysics() 317 CBasePlayer::InitVCollision() 318 CBasePlayer::UpdatePhysicsShadowToCurrentPosition() 319 CBasePlayer::EquipSuit() 320 CBasePlayer::IsBot() 321 CBasePlayer::NetworkStateChanged_m_ArmorValue() 322 CDYSPlayer::PlayerAutoBalanceThink() 323 CDYSPlayer::DYSAnim_GetActiveWeapon()