CShipPlayer Offset List (The Ship)
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 08 July 2007
0 CShipPlayer::~CShipPlayer() 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 2 CBaseEntity::GetRefEHandle(void) const 3 CBaseEntity::GetCollideable(void) 4 CBaseEntity::GetNetworkable(void) 5 CBaseEntity::GetBaseEntity(void) 6 CBaseEntity::GetModelIndex(void) const 7 CBaseEntity::GetModelName(void) const 8 CBaseEntity::SetModelIndex(int) 9 CShipPlayer::IsInteractive(void) 10 CShipPlayer::GetDefaultAction(void) 11 CShipPlayer::GetCSIMenu(void) 12 CShipPlayer::GetInteractiveSurfaceName(void) 13 CShipPlayer::IsInteraction(int) 14 CBaseEntity::GetExamineTextOverride(void) 15 CShipPlayer::GetServerClass(void) 16 CShipPlayer::GetClassName(void) 17 CShipPlayer::YouForgotToImplementOrDeclareServerClass(void) 18 CShipPlayer::GetDataDescMap(void) 19 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 20 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 21 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 22 CBaseEntity::ShouldCollide(int,int) const 23 CBaseEntity::SetOwnerEntity(CBaseEntity*) 24 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 25 CBasePlayer::UpdateTransmitState(void) 26 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 27 CBasePlayer::GetTracerType(void) 28 CShipPlayer::Spawn(void) 29 CShipPlayer::Precache(void) 30 CBaseFlex::SetModel(char const*) 31 CBaseEntity::PostConstructor(char const*) 32 CBaseEntity::ParseMapData(CEntityMapData *) 33 CBaseEntity::KeyValue(char const*,char const*) 34 CBaseEntity::KeyValue(char const*,float) 35 CBaseEntity::KeyValue(char const*,Vector) 36 CBaseEntity::ValidateEntityConnections(void) 37 CBasePlayer::Activate(void) 38 CShipPlayer::ObjectCaps(void) 39 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 40 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 41 CBasePlayer::DrawDebugGeometryOverlays(void) 42 CBaseAnimating::DrawDebugTextOverlays(void) 43 CBasePlayer::Save(ISave &) 44 CBasePlayer::Restore(IRestore &) 45 CBasePlayer::ShouldSavePhysics(void) 46 CBaseEntity::OnSave(IEntitySaveUtils *) 47 CBasePlayer::OnRestore(void) 48 CBasePlayer::RequiredEdictIndex(void) 49 CBaseEntity::MoveDone(void) 50 CBaseEntity::Think(void) 51 CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void) 52 CBaseAnimating::GetBaseAnimating(void) 53 CBaseEntity::GetResponseSystem(void) 54 CBaseEntity::DispatchResponse(char const*) 55 CBasePlayer::Classify(void) 56 CBaseEntity::DeathNotice(CBaseEntity*) 57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 58 CShipPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 60 CShipPlayer::OnTakeDamage(CTakeDamageInfo const&) 61 CBasePlayer::TakeHealth(float,int) 62 CShipPlayer::Event_Killed(CTakeDamageInfo const&) 63 CBaseEntity::Event_KilledOther(CBaseEntity*) 64 CBaseCombatCharacter::BloodColor(void) 65 CBaseEntity::IsTriggered(CBaseEntity*) 66 CBaseEntity::IsNPC(void) const 67 CBaseCombatCharacter::MyCombatCharacterPointer(void) 68 CBaseEntity::GetDelay(void) 69 CBaseEntity::IsMoving(void) 70 CBaseEntity::DamageDecal(int,int) 71 CBaseEntity::DecalTrace(CGameTrace *,char const*) 72 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 73 CBaseEntity::OnControls(CBaseEntity*) 74 CBaseEntity::HasTarget(string_t) 75 CBasePlayer::IsPlayer(void) const 76 CBasePlayer::IsNetClient(void) const 77 CBaseEntity::IsTemplate(void) 78 CBaseEntity::IsBaseObject(void) const 79 CBaseEntity::IsWeapon(void) const 80 CBaseEntity::IsSpawner(void) const 81 CBaseEntity::GetServerVehicle(void) 82 CBaseEntity::IsViewable(void) 83 CShipPlayer::ChangeTeam(int) 84 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 85 CBaseEntity::CanStandOn(CBaseEntity*) const 86 CBaseEntity::CanStandOn(edict_t *) const 87 CBaseEntity::GetEnemy(void) 88 CBaseEntity::GetEnemy(void) const 89 CShipPlayer::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float) 90 CBaseEntity::StartTouch(CBaseEntity*) 91 CShipPlayer::Touch(CBaseEntity *) 92 CBaseEntity::EndTouch(CBaseEntity*) 93 CBaseEntity::StartBlocked(CBaseEntity*) 94 CBaseEntity::Blocked(CBaseEntity*) 95 CBaseEntity::EndBlocked(void) 96 CBasePlayer::PhysicsSimulate(void) 97 CShipPlayer::UpdateOnRemove(void) 98 CShipPlayer::StopLoopingSounds(void) 99 CBaseEntity::SUB_AllowedToFade(void) 100 CShipPlayer::Teleport(Vector const*,QAngle const*,Vector const*) 101 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 102 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 103 CShipPlayer::FireBullets(FireBulletsInfo_t const&) 104 CBasePlayer::DoImpactEffect(CGameTrace &,int) 105 CBaseEntity::Respawn(void) 106 CBaseEntity::IsLockedByMaster(void) 107 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 108 CBasePlayer::NetworkStateChanged_m_lifeState(void) 109 CBaseEntity::NetworkStateChanged_m_takedamage(void) 110 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 111 CBaseEntity::NetworkStateChanged_m_iHealth(void) 112 CBaseEntity::GetDamageType(void) const 113 CBaseEntity::GetDamage(void) 114 CBaseEntity::SetDamage(float) 115 CBasePlayer::EyePosition(void) 116 CBasePlayer::EyeAngles(void) 117 CBasePlayer::LocalEyeAngles(void) 118 CBaseEntity::EarPosition(void) 119 CBasePlayer::BodyTarget(Vector const&,bool) 120 CBaseEntity::HeadTarget(Vector const&) 121 CBaseEntity::GetVectors(Vector *,Vector *,Vector *) const 122 CBaseEntity::GetViewOffset(void) 123 CBasePlayer::GetSmoothedVelocity(void) 124 CBaseAnimating::GetVelocity(Vector *,Vector *) 125 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**) 126 CBaseEntity::FVisible(Vector const&,int,CBaseEntity**) 127 CBaseEntity::CanBeSeen(void) 128 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 129 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 130 CBaseEntity::CanBePoweredUp(void) 131 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *) 132 CBaseEntity::GetGroundVelocityToApply(Vector &) 133 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 134 CBaseEntity::Splash(void) 135 CBaseEntity::WorldSpaceCenter(void) const 136 CBaseEntity::GetSoundEmissionOrigin(void) const 137 CBaseEntity::CreateVPhysics(void) 138 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 139 CBasePlayer::VPhysicsDestroyObject(void) 140 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 141 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 142 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 143 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 144 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 145 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 146 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 147 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 148 CBaseEntity::HasPhysicsAttacker(float) 149 CBasePlayer::PhysicsSolidMaskForEntity(void) const 150 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 151 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 152 CBaseAnimating::GetStepOrigin(void) const 153 CBaseAnimating::GetStepAngles(void) const 154 CBaseEntity::ShouldDrawWaterImpacts(void) 155 CBaseEntity::NetworkStateChanged_m_fFlags(void) 156 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 157 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 158 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void) 159 CBasePlayer::NetworkStateChanged_m_flFriction(void) 160 CBaseEntity::NetworkStateChanged_m_vecVelocity(void) 161 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 162 CBaseAnimating::GetIdealSpeed(void) const 163 CBaseAnimating::GetIdealAccel(void) const 164 CBaseAnimatingOverlay::StudioFrameAdvance(void) 165 CBaseAnimating::IsActivityFinished(void) 166 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 167 CShipPlayer::BecomeRagdollOnClient(Vector const&) 168 CBaseAnimating::IsRagdoll(void) 169 CBaseAnimating::CanBecomeRagdoll(void) 170 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 171 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 172 CBaseAnimating::SetupBones(matrix3x4_t *,int) 173 CBaseAnimating::CalculateIKLocks(float) 174 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 175 CShipPlayer::HandleAnimEvent(animevent_t *) 176 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 177 CBaseAnimating::InitBoneControllers(void) 178 CBaseAnimating::GetGroundSpeedVelocity(void) 179 CBaseAnimating::DrawServerHitboxes(float,bool) 180 CBaseAnimating::Ignite(float,bool,float,bool) 181 CBaseAnimating::Extinguish(void) 182 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 183 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 184 CBaseFlex::SetViewtarget(Vector const&) 185 CBaseFlex::StartChoreoScene(CChoreoScene *) 186 CBaseFlex::RemoveChoreoScene(CChoreoScene *) 187 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 188 CBaseFlex::ProcessSceneEvents(void) 189 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 190 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 191 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 192 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void) 193 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 194 CBaseCombatCharacter::FInViewCone(Vector const&) 195 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 196 CBaseCombatCharacter::FInAimCone(Vector const&) 197 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 198 CBaseCombatCharacter::FindMissTarget(void) 199 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 200 CBasePlayer::BodyAngles(void) 201 CBaseCombatCharacter::BodyDirection2D(void) 202 CBaseCombatCharacter::BodyDirection3D(void) 203 CBaseCombatCharacter::HeadDirection2D(void) 204 CBaseCombatCharacter::HeadDirection3D(void) 205 CBaseCombatCharacter::EyeDirection2D(void) 206 CBaseCombatCharacter::EyeDirection3D(void) 207 CBaseCombatCharacter::GiveAmmo(int,int,bool) 208 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 209 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 210 CShipPlayer::Weapon_CanUse(CBaseCombatWeapon *) 211 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *) 212 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 213 CShipPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 214 CShipPlayer::Weapon_Switch(CBaseCombatWeapon *,int) 215 CBasePlayer::Weapon_ShootPosition(void) 216 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *) 217 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 218 CBaseCombatCharacter::Weapon_GetSlot(int) const 219 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 220 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 221 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 222 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 223 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 224 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 225 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 226 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 227 CBaseCombatCharacter::GetDeathActivity(void) 228 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 229 CBaseCombatCharacter::CorpseFade(void) 230 CBaseCombatCharacter::HasHumanGibs(void) 231 CBaseCombatCharacter::HasAlienGibs(void) 232 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 233 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 234 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 235 CBasePlayer::Event_Dying(void) 236 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 237 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 238 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 239 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 240 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 241 CBaseCombatCharacter::IRelationType(CBaseEntity *) 242 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 243 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 244 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 245 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 246 CBasePlayer::DoMuzzleFlash(void) 247 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 248 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 249 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 250 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 251 CBasePlayer::CreateViewModel(int) 252 CShipPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 253 CShipPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*) const 254 CBasePlayer::SharedSpawn(void) 255 CShipPlayer::InitialSpawn(void) 256 CBasePlayer::InitHUD(void) 257 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 258 CBasePlayer::PlayerDeathThink(void) 259 CShipPlayer::CanJump(void) 260 CBasePlayer::Jump(void) 261 CBasePlayer::Duck(void) 262 CShipPlayer::PreThink(void) 263 CShipPlayer::PostThink(void) 264 CShipPlayer::DamageEffect(float,int) 265 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 266 CBasePlayer::ShouldFadeOnDeath(void) 267 CBasePlayer::IsFakeClient(void) const 268 CBasePlayer::GetPlayerMins(void) const 269 CBasePlayer::GetPlayerMaxs(void) const 270 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 271 CBasePlayer::PackDeadPlayerItems(void) 272 CBasePlayer::RemoveAllItems(bool) 273 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 274 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 275 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 276 CShipPlayer::UpdateClientData(void) 277 CBasePlayer::ExitLadder(void) 278 CBasePlayer::FlashlightIsOn(void) 279 CBasePlayer::FlashlightTurnOn(void) 280 CBasePlayer::FlashlightTurnOff(void) 281 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 282 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 283 CShipPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 284 CBasePlayer::DeathSound(void) 285 CShipPlayer::SetAnimation(PLAYER_ANIM) 286 CBasePlayer::ImpulseCommands(void) 287 CBasePlayer::CheatImpulseCommands(int) 288 CShipPlayer::ClientCommand(char const*) 289 CBasePlayer::StartObserverMode(int) 290 CBasePlayer::StopObserverMode(void) 291 CBasePlayer::SetObserverMode(int) 292 CBasePlayer::GetObserverMode(void) 293 CBasePlayer::SetObserverTarget(CBaseEntity *) 294 CBasePlayer::ObserverUse(bool) 295 CBasePlayer::GetObserverTarget(void) 296 CBasePlayer::FindNextObserverTarget(bool) 297 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 298 CBasePlayer::CheckObserverSettings(void) 299 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 300 CBasePlayer::ForceObserverMode(int) 301 CBasePlayer::ResetObserverMode(void) 302 CBasePlayer::StartReplayMode(float,float,int) 303 CBasePlayer::StopReplayMode(void) 304 CBasePlayer::GetDelayTicks(void) 305 CBasePlayer::GetReplayEntity(void) 306 CBasePlayer::CreateCorpse(void) 307 CShipPlayer::EntSelectSpawnPoint(void) 308 CBasePlayer::GetInVehicle(IServerVehicle *,int) 309 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 310 CBasePlayer::OnVehicleStart(void) 311 CBasePlayer::OnVehicleEnd(Vector &) 312 CShipPlayer::BumpWeapon(CBaseCombatWeapon *) 313 CBasePlayer::SelectLastItem(void) 314 CBasePlayer::SelectItem(char const*,int) 315 CBasePlayer::ItemPostFrame(void) 316 CBasePlayer::GiveNamedItem(char const*,int) 317 CShipPlayer::EnableControl(bool) 318 CBasePlayer::CheckTrainUpdate(void) 319 CBasePlayer::SetPlayerUnderwater(bool) 320 CBasePlayer::CanBreatheUnderwater(void) const 321 CShipPlayer::PlayerUse(void) 322 CBasePlayer::PlayUseDenySound(void) 323 CBasePlayer::FindUseEntity(void) 324 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 325 CBasePlayer::PickupObject(CBaseEntity *,bool) 326 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 327 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 328 CBasePlayer::UpdateGeigerCounter(void) 329 CBasePlayer::GetAutoaimVector(float) 330 CBasePlayer::GetAutoaimVector(float,autoaim_params_t &) 331 CBasePlayer::ShouldAutoaim(void) 332 CBasePlayer::ForceClientDllUpdate(void) 333 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 334 CShipPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 335 CShipPlayer::CanSpeak(void) 336 CBasePlayer::CanHearChatFrom(CBasePlayer*) 337 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 338 CShipPlayer::CheckChatText(char *,int) 339 CBasePlayer::IsFollowingPhysics(void) 340 CShipPlayer::InitVCollision(void) 341 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 342 CBasePlayer::EquipSuit(void) 343 CShipPlayer::CommitSuicide(void) 344 CBasePlayer::IsBot(void) const 345 CBasePlayer::SpawnArmorValue(void) const 346 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 347 CShipPlayer::IsDucking(void) const 348 CShipPlayer::ShipAnim_GetActiveWeapon(void) 349 CShipPlayer::ShipAnim_CanMove(void) 350 CShipPlayer::GetPlayerDatabaseID(void) const 351 CShipPlayer::OnEntityDeleted(CBaseEntity *) 352 CShipPlayer::StartManualSuicideTimer(void) 353 CShipPlayer::CheckManualSuicide(void)