CINSPlayer Offset List (Insurgency)
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 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