CINSPlayer Offset List (Insurgency)

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Revision as of 20:38, 7 July 2007 by BAILOPAN (talk | contribs) (New page: Also for use when using VFunc offsets. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b> == The List == This comes from the symbo...)
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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 07 July 2007

0	CINSPlayer::~CINSPlayer()
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	CINSPlayer::_GetClassName()
10	CINSPlayer::GetServerClass()
11	CINSPlayer::GetClassName()
12	CINSPlayer::YouForgotToImplementOrDeclareServerClass()
13	CINSPlayer::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	CBasePlayer::SetTransmit(CCheckTransmitInfo *,bool)
22	CINSPlayer::Spawn()
23	CINSPlayer::Precache()
24	CBaseFlex::SetModel(char  const*)
25	CBaseEntity::PostConstructor(char  const*)
26	CBaseEntity::PostClientActive()
27	CBaseEntity::ParseMapData(CEntityMapData *)
28	CBaseEntity::KeyValue(char  const*,char  const*)
29	CBaseEntity::KeyValue(char  const*,float)
30	CBaseEntity::KeyValue(char  const*,Vector)
31	CBasePlayer::Activate()
32	CBaseEntity::SetParent(CBaseEntity*,int)
33	CBasePlayer::ObjectCaps()
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36	CBaseEntity::GetPrintName() const
37	CBasePlayer::DrawDebugGeometryOverlays()
38	CBaseAnimating::DrawDebugTextOverlays()
39	CBasePlayer::Save(ISave &)
40	CBasePlayer::Restore(IRestore &)
41	CBasePlayer::ShouldSavePhysics()
42	CBaseEntity::OnSave(IEntitySaveUtils *)
43	CBasePlayer::OnRestore()
44	CBasePlayer::RequiredEdictIndex()
45	CBaseEntity::MoveDone()
46	CBaseEntity::Think()
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick()
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49	CBaseAnimating::GetBaseAnimating()
50	CBasePlayer::Classify()
51	CBaseEntity::DeathNotice(CBaseEntity*)
52	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
53	CINSPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
54	CINSPlayer::OnTakeDamage(CTakeDamageInfo  const&)
55	CBaseEntity::TakeHealth(float,int)
56	CINSPlayer::Event_Killed(CTakeDamageInfo  const&)
57	CBasePlayer::BloodColor()
58	CBaseEntity::IsTriggered(CBaseEntity*)
59	CBaseEntity::GetDelay()
60	CBaseEntity::IsMoving()
61	CBaseEntity::DamageDecal(int,int)
62	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
63	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
64	CBaseEntity::OnControls(CBaseEntity*)
65	CBaseEntity::HasTarget(string_t)
66	CBasePlayer::IsPlayer() const
67	CBaseEntity::IsRagDoll() const
68	CBasePlayer::IsNetClient() const
69	CBaseEntity::IsTemplate()
70	CBaseEntity::IsBaseObject() const
71	CBaseEntity::GetServerVehicle()
72	CBaseEntity::IsViewable()
73	CINSPlayer::GetScorer()
74	CBaseEntity::IsDistanceScorer()
75	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
76	CBaseEntity::CanStandOn(CBaseEntity*) const
77	CBaseEntity::CanStandOn(edict_t *) const
78	CBaseEntity::GetEnemy()
79	CBaseEntity::GetEnemy() const
80	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
81	CBaseEntity::StartTouch(CBaseEntity*)
82	CBasePlayer::Touch(CBaseEntity *)
83	CBaseEntity::EndTouch(CBaseEntity*)
84	CBaseEntity::StartBlocked(CBaseEntity*)
85	CBaseEntity::Blocked(CBaseEntity*)
86	CBaseEntity::EndBlocked()
87	CBasePlayer::PhysicsSimulate()
88	CINSPlayer::UpdateOnRemove()
89	CBaseEntity::StopLoopingSounds()
90	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
91	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
92	CBaseEntity::DoImpactEffect(CGameTrace &,int)
93	CBaseEntity::Respawn()
94	CBaseEntity::IsLockedByMaster()
95	CBaseEntity::NetworkStateChanged_m_iMaxHealth()
96	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
97	CBasePlayer::NetworkStateChanged_m_iHealth()
98	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
99	CBasePlayer::NetworkStateChanged_m_lifeState()
100	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
101	CBaseEntity::NetworkStateChanged_m_takedamage()
102	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
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::GetGroundVelocityToApply(Vector &)
122	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
123	CBaseEntity::Splash()
124	CBaseEntity::WorldSpaceCenter() const
125	CBaseEntity::GetSoundEmissionOrigin() const
126	CBaseEntity::CreateVPhysics()
127	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
128	CBasePlayer::VPhysicsDestroyObject()
129	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
130	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
131	CBasePlayer::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
132	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
133	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
134	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
135	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
136	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
137	CBaseEntity::HasPhysicsAttacker(float)
138	CBasePlayer::PhysicsSolidMaskForEntity() const
139	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
140	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
141	CBaseAnimating::GetStepOrigin() const
142	CBaseAnimating::GetStepAngles() const
143	CBaseEntity::NetworkStateChanged_m_fFlags()
144	CBaseEntity::NetworkStateChanged_m_fFlags(void *)
145	CBasePlayer::NetworkStateChanged_m_nWaterLevel()
146	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
147	CBasePlayer::NetworkStateChanged_m_hGroundEntity()
148	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
149	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
150	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
151	CBasePlayer::NetworkStateChanged_m_flFriction()
152	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
153	CBasePlayer::NetworkStateChanged_m_vecVelocity()
154	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
155	CBasePlayer::NetworkStateChanged_m_vecViewOffset()
156	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
157	CBaseAnimating::GetIdealSpeed() const
158	CBaseAnimating::GetIdealAccel() const
159	CBaseAnimatingOverlay::StudioFrameAdvance()
160	CBaseAnimating::IsActivityFinished()
161	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
162	CINSPlayer::BecomeRagdollOnClient(Vector  const&)
163	CBaseAnimating::IsRagdoll()
164	CINSPlayer::CanBecomeRagdoll()
165	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
166	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
167	CBaseAnimating::SetupBones(matrix3x4_t *,int)
168	CBaseAnimating::CalculateIKLocks(float)
169	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
170	CBaseAnimating::HandleAnimEvent(animevent_t *)
171	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
172	CBaseAnimating::InitBoneControllers()
173	CBaseAnimating::GetGroundSpeedVelocity()
174	CBaseAnimating::Ignite(float,float,bool)
175	CBaseAnimating::Extinguish()
176	CBasePlayer::SetLightingOriginRelative(CBaseEntity *)
177	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
178	CBaseFlex::SetViewtarget(Vector  const&)
179	CBasePlayer::CreateViewModel()
180	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
181	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*) const
182	CINSPlayer::SharedSpawn()
183	CINSPlayer::InitialSpawn()
184	CBasePlayer::InitHUD()
185	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
186	CBasePlayer::PlayerDeathThink()
187	CINSPlayer::FinishDeathThink()
188	CINSPlayer::PreThink()
189	CINSPlayer::PostThink()
190	CBasePlayer::DamageEffect(float,int)
191	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
192	CINSPlayer::ConcussionEffect(bool)
193	CBasePlayer::HeadPosition() const
194	CINSPlayer::HeadAngles() const
195	CBasePlayer::BodyAngles()
196	CBasePlayer::BodyDirection2D()
197	CBasePlayer::BodyDirection3D()
198	CBasePlayer::HeadDirection2D()
199	CBasePlayer::HeadDirection3D()
200	CBasePlayer::EyeDirection2D()
201	CBasePlayer::EyeDirection3D()
202	CBasePlayer::FInViewCone(CBaseEntity *)
203	CBasePlayer::FInViewCone(Vector  const&)
204	CBasePlayer::FInAimCone(CBaseEntity *)
205	CBasePlayer::FInAimCone(Vector  const&)
206	CINSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
207	CINSPlayer::Event_Dying()
208	CBasePlayer::IsFakeClient() const
209	CINSPlayer::UpdateName()
210	CBasePlayer::GetPlayerMins() const
211	CBasePlayer::GetPlayerMaxs() const
212	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
213	CINSPlayer::CalcViewRoll(QAngle &)
214	CINSPlayer::RemoveAllItems()
215	CBasePlayer::Weapon_TranslateActivity(Activity,bool *)
216	CBasePlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
217	CBasePlayer::Weapon_ShootPosition()
218	CINSPlayer::Weapon_Equip(CBaseCombatWeapon *)
219	CINSPlayer::Weapon_CanUse(CBaseCombatWeapon *)
220	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,bool)
221	CBasePlayer::Weapon_FinalSwitch()
222	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,bool,Vector  const*,Vector  const*)
223	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
224	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
225	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
226	CINSPlayer::GetNextBestWeapon(CBaseCombatWeapon *)
227	CBasePlayer::RemoveWeapon(CBaseCombatWeapon *)
228	CINSPlayer::RemovedWeapon(CBaseCombatWeapon *)
229	CINSPlayer::RemoveAllWeapons()
230	CINSPlayer::UpdateClientData()
231	CBasePlayer::ExitLadder()
232	CBasePlayer::FlashlightIsOn()
233	CBasePlayer::FlashlightTurnOn()
234	CBasePlayer::FlashlightTurnOff()
235	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
236	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
237	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
238	CBasePlayer::SetAnimation(PLAYER_ANIM)
239	CBasePlayer::ImpulseCommands()
240	CBasePlayer::CheatImpulseCommands(int)
241	CINSPlayer::ClientCommand(char  const*)
242	CINSPlayer::StartObserverMode(int)
243	CBasePlayer::StopObserverMode()
244	CINSPlayer::SetObserverMode(int)
245	CBasePlayer::GetObserverMode()
246	CBasePlayer::SetObserverTarget(CBaseEntity *)
247	CBasePlayer::ObserverUse(bool)
248	CBasePlayer::GetObserverTarget()
249	CBasePlayer::FindNextObserverTarget(bool)
250	CBasePlayer::GetNextObserverSearchStartPoint(bool)
251	CINSPlayer::IsValidObserverTarget(CBaseEntity *)
252	CINSPlayer::CheckObserverSettings()
253	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
254	CBasePlayer::ForceObserverMode(int)
255	CBasePlayer::ResetObserverMode()
256	CBasePlayer::StartReplayMode(float,float,int)
257	CBasePlayer::StopReplayMode()
258	CBasePlayer::GetDelayTicks()
259	CBasePlayer::GetReplayEntity()
260	CBasePlayer::GetInVehicle(IServerVehicle *,int)
261	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
262	CBasePlayer::OnVehicleStart()
263	CBasePlayer::OnVehicleEnd(Vector &)
264	CINSPlayer::BumpWeapon(CBaseCombatWeapon *)
265	CBasePlayer::SelectLastItem()
266	CBasePlayer::SelectItem(int)
267	CBasePlayer::ItemPostFrame()
268	CBasePlayer::SetPlayerUnderwater(bool)
269	CBasePlayer::CanBreatheUnderwater() const
270	CBasePlayer::PlayerUse()
271	CBasePlayer::PlayUseDenySound()
272	CBasePlayer::FindUseEntity()
273	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
274	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
275	CBasePlayer::ForceClientDllUpdate()
276	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
277	CINSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
278	CBasePlayer::DoMuzzleFlash()
279	CINSPlayer::IsProned() const
280	CINSPlayer::IsCrouched() const
281	CINSPlayer::IsStanding() const
282	CINSPlayer::IsMoving() const
283	CINSPlayer::ChangeTeam(int)
284	CBasePlayer::GetTeamID()
285	CBasePlayer::GetPhysicsImpactDamageTable()
286	CBasePlayer::IsFollowingPhysics()
287	CBasePlayer::PushawayTouch(CBaseEntity *)
288	CBasePlayer::InitVCollision()
289	CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
290	CBasePlayer::GetStat(int) const
291	CBasePlayer::IsBot() const
292	CINSPlayer::GetDefaultFOV() const
293	CINSPlayer::CalcViewModelView(Vector  const&,QAngle  const&,Vector  const&,QAngle  const&)
294	CINSPlayer::ApplyPlayerView(Vector &,QAngle &,float &,Vector &,QAngle &)
295	CINSPlayer::INSAnim_GetActiveWeapon()
296	CINSPlayer::INSAnim_CanMove()
297	CINSPlayer::INSAnim_GetStance()
298	CINSPlayer::ResetInventory()
299	CINSPlayer::GiveWeapon(int)
300	CINSPlayer::GiveAmmo(int)
301	CINSPlayer::GiveClip(ClipData_t &)
302	CINSPlayer::GiveItem(int)
303	CINSPlayer::GiveWeaponAmmo(int,int)
304	CINSPlayer::GiveWeaponClip(int,int)
305	CINSPlayer::CanFire() const