CSDKPlayer Offset List (Empires)
Also for use when using virtual 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 CSDKPlayer::~CSDKPlayer() 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 CSDKPlayer::GetPredDescMap() 10 CSDKPlayer::GetServerClass() 11 CSDKPlayer::GetClassName() 12 CSDKPlayer::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 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) 22 CBasePlayer::GetTracerType() 23 CSDKPlayer::Spawn() 24 CSDKPlayer::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 CSDKPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*) 54 CSDKPlayer::OnTakeDamage(CTakeDamageInfo const&) 55 CBasePlayer::TakeHealth(float, int) 56 CSDKPlayer::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 CBaseEntity::IsVehicle() const 70 CBaseEntity::IsAircraft() const 71 CBaseEntity::IsBuilding() const 72 CBasePlayer::IsNetClient() 73 CBaseEntity::IsTemplate() 74 CBaseEntity::IsBaseObject() const 75 CBaseEntity::GetServerVehicle() 76 CBaseEntity::IsViewable() 77 CSDKPlayer::ChangeTeam(int) 78 CBaseEntity::OnEntityEvent(EntityEvent_t, void*) 79 CBaseEntity::CanStandOn(CBaseEntity*) const 80 CBaseEntity::CanStandOn(edict_t*) const 81 CBaseEntity::GetEnemy() 82 CBaseEntity::GetEnemy() const 83 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) 84 CBaseEntity::StartTouch(CBaseEntity*) 85 CBasePlayer::Touch(CBaseEntity*) 86 CBaseEntity::EndTouch(CBaseEntity*) 87 CBaseEntity::StartBlocked(CBaseEntity*) 88 CBaseEntity::Blocked(CBaseEntity*) 89 CBaseEntity::EndBlocked() 90 CBasePlayer::PhysicsSimulate() 91 CBasePlayer::UpdateOnRemove() 92 CBaseEntity::StopLoopingSounds() 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 CBaseEntity::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 CBasePlayer::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(Vector*, Quaternion*, int) 164 CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) 165 CBaseAnimating::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::SetLightingOrigin(CBaseEntity*) 176 CBaseFlex::SetViewtarget(Vector const&) 177 CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) 178 CBaseFlex::ProcessSceneEvents() 179 CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) 180 CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) 181 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) 182 CBaseCombatCharacter::GetPhysicsImpactDamageTable() 183 CBaseCombatCharacter::FInViewCone(CBaseEntity*) 184 CBaseCombatCharacter::FInViewCone(Vector const&) 185 CBaseCombatCharacter::FInAimCone(CBaseEntity*) 186 CBaseCombatCharacter::FInAimCone(Vector const&) 187 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 188 CBaseCombatCharacter::FindMissTarget() 189 CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*) 190 CBasePlayer::BodyAngles() 191 CBaseCombatCharacter::BodyDirection2D() 192 CBaseCombatCharacter::BodyDirection3D() 193 CBaseCombatCharacter::HeadDirection2D() 194 CBaseCombatCharacter::HeadDirection3D() 195 CBaseCombatCharacter::EyeDirection2D() 196 CBaseCombatCharacter::EyeDirection3D() 197 CBaseCombatCharacter::GiveAmmo(int, int, bool) 198 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 199 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) 200 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*) 201 CBasePlayer::Weapon_Equip(CBaseCombatWeapon*) 202 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) 203 CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) 204 CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int) 205 CBasePlayer::Weapon_ShootPosition() 206 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) 207 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) 208 CBaseCombatCharacter::Weapon_GetSlot(int) const 209 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) 210 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*) 211 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 212 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 213 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 214 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) 215 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*) 216 CBaseCombatCharacter::GetDeathActivity() 217 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 218 CBaseCombatCharacter::CorpseFade() 219 CBaseCombatCharacter::HasHumanGibs() 220 CBaseCombatCharacter::HasAlienGibs() 221 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 222 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 223 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 224 CBasePlayer::Event_Dying() 225 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) 226 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) 227 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) 228 CBaseCombatCharacter::IRelationType(CBaseEntity*) 229 CBaseCombatCharacter::IRelationPriority(CBaseEntity*) 230 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) 231 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) 232 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) 233 CBasePlayer::DoMuzzleFlash() 234 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int) 235 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int) 236 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) 237 CBasePlayer::NetworkStateChanged_m_iAmmo() 238 CSDKPlayer::CreateViewModel(int) 239 CBasePlayer::SetupVisibility(CBaseEntity*, unsigned char*, int) 240 CSDKPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const 241 CBasePlayer::SharedSpawn() 242 CSDKPlayer::InitialSpawn() 243 CBasePlayer::InitHUD() 244 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*) 245 CBasePlayer::PlayerDeathThink() 246 CBasePlayer::Jump() 247 CBasePlayer::Duck() 248 CSDKPlayer::PreThink() 249 CSDKPlayer::PostThink() 250 CBasePlayer::DamageEffect(float, int) 251 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 252 CBasePlayer::ShouldFadeOnDeath() 253 CBasePlayer::IsFakeClient() 254 CBasePlayer::GetPlayerMins() const 255 CBasePlayer::GetPlayerMaxs() const 256 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float) 257 CBasePlayer::PackDeadPlayerItems() 258 CBasePlayer::RemoveAllItems(bool) 259 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*) 260 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*) 261 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*) 262 CBasePlayer::UpdateClientData() 263 CBasePlayer::ExitLadder() 264 CSDKPlayer::FlashlightIsOn() 265 CSDKPlayer::FlashlightTurnOn() 266 CSDKPlayer::FlashlightTurnOff() 267 CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&) 268 CBasePlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool) 269 CBasePlayer::DeathSound() 270 CBasePlayer::SetAnimation(PLAYER_ANIM) 271 CBasePlayer::ImpulseCommands() 272 CSDKPlayer::CheatImpulseCommands(int) 273 CSDKPlayer::ClientCommand(char const*) 274 CBasePlayer::StartObserverMode(int) 275 CBasePlayer::StopObserverMode() 276 CBasePlayer::SetObserverMode(int, bool) 277 CBasePlayer::GetObserverMode() 278 CBasePlayer::SetObserverTarget(CBaseEntity*) 279 CBasePlayer::ObserverUse(bool) 280 CBasePlayer::GetObserverTarget() 281 CBasePlayer::FindNextObserverTarget(bool) 282 CBasePlayer::IsValidObserverTarget(CBaseEntity*) 283 CBasePlayer::CheckObserverSettings() 284 CBasePlayer::JumptoPosition(Vector const&, QAngle const&) 285 CBasePlayer::ForceObserverMode(int, bool) 286 CBasePlayer::ResetObserverMode() 287 CBasePlayer::CreateCorpse() 288 CBasePlayer::EntSelectSpawnPoint() 289 CBasePlayer::GetInVehicle(IServerVehicle*, int) 290 CSDKPlayer::LeaveVehicle(Vector const&, QAngle const&) 291 CBasePlayer::OnVehicleStart() 292 CBasePlayer::OnVehicleEnd(Vector&) 293 CBasePlayer::BumpWeapon(CBaseCombatWeapon*, bool) 294 CBasePlayer::SelectLastItem() 295 CBasePlayer::SelectItem(char const*, int) 296 CBasePlayer::ItemPostFrame() 297 CBasePlayer::GiveNamedItem(char const*, int) 298 CBasePlayer::CheckTrainUpdate() 299 CBasePlayer::SetPlayerUnderwater(bool) 300 CBasePlayer::CanBreatheUnderwater() const 301 CBasePlayer::PlayerUse() 302 CBasePlayer::PlayUseDenySound() 303 CBasePlayer::FindUseEntity() 304 CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int) 305 CBasePlayer::PickupObject(CBaseEntity*, bool) 306 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*) 307 CBasePlayer::GetHeldObjectMass(IPhysicsObject*) 308 CBasePlayer::UpdateGeigerCounter() 309 CBasePlayer::GetAutoaimVector(float) 310 CBasePlayer::ShouldAutoaim() 311 CBasePlayer::ForceClientDllUpdate() 312 CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool) 313 CBasePlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*) 314 CBasePlayer::CanSpeak() 315 CBasePlayer::CanHearChatFrom(CBasePlayer*) 316 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&) 317 CBasePlayer::CheckChatText(char*, int) 318 CBasePlayer::IsFollowingPhysics() 319 CBasePlayer::InitVCollision() 320 CBasePlayer::UpdatePhysicsShadowToCurrentPosition() 321 CBasePlayer::EquipSuit() 322 CSDKPlayer::CommitSuicide() 323 CBasePlayer::IsBot() 324 CBasePlayer::NetworkStateChanged_m_ArmorValue() 325 CSDKPlayer::SDKAnim_GetActiveWeapon() 326 CSDKPlayer::SDKAnim_CanMove()