CDEagle Offset List (Counter-Strike: Source)
Revision as of 09:58, 2 May 2008 by Your-name-here (talk | contribs) (New page: For use when using virtual offsets. This is a list of CDEagle Offsets. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b> == The ...)
For use when using virtual offsets.
This is a list of CDEagle 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...or guess for the CSS specific functions.
Added May 2, 2008
// Auto reconstructed from vtable block @ 0x00B4BD00 // from "server_i486.so", by ida_vtables.idc 0 CDEagle::~CDEagle() 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 CDEagle::_GetClassName(void) 10 CDEagle::GetServerClass(void) 11 CDEagle::GetClassName(void) 12 CDEagle::YouForgotToImplementOrDeclareServerClass(void) 13 CWeaponCSBase::GetDataDescMap(void) 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 CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) 20 CBaseCombatWeapon::UpdateTransmitState(void) 21 CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool) 22 CBaseEntity::GetTracerType(void) 23 CDEagle::Spawn(void) 24 CWeaponCSBase::Precache(void) 25 CBaseAnimating::SetModel(char const*) 26 CBaseEntity::PostConstructor(char const*) 27 CBaseEntity::PostClientActive(void) 28 CBaseEntity::ParseMapData(CEntityMapData *) 29 CWeaponCSBase::KeyValue(char const*,char const*) 30 CBaseEntity::KeyValue(char const*,float) 31 CBaseEntity::KeyValue(char const*,Vector) 32 CBaseCombatWeapon::Activate(void) 33 CBaseEntity::SetParent(CBaseEntity*,int) 34 CBaseCombatWeapon::ObjectCaps(void) 35 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 36 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 37 CBaseEntity::DrawDebugGeometryOverlays(void) 38 CBaseAnimating::DrawDebugTextOverlays(void) 39 CBaseEntity::Save(ISave &) 40 CBaseEntity::Restore(IRestore &) 41 CBaseEntity::ShouldSavePhysics(void) 42 CBaseEntity::OnSave(IEntitySaveUtils *) 43 CBaseAnimating::OnRestore(void) 44 CBaseEntity::RequiredEdictIndex(void) 45 CBaseEntity::MoveDone(void) 46 CBaseEntity::Think(void) 47 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void) 48 CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void *) 49 CBaseAnimating::GetBaseAnimating(void) 50 CBaseEntity::GetResponseSystem(void) 51 CBaseEntity::DispatchResponse(char const*) 52 CBaseEntity::Classify(void) 53 CBaseEntity::DeathNotice(CBaseEntity*) 54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 55 CBaseEntity::GetAutoAimRadius(void) 56 CBaseEntity::GetAutoAimCenter(void) 57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 58 CBaseEntity::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 60 CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) 61 CBaseEntity::TakeHealth(float,int) 62 CBaseEntity::Event_Killed(CTakeDamageInfo const&) 63 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo const&) 64 CBaseEntity::BloodColor(void) 65 CBaseEntity::IsTriggered(CBaseEntity*) 66 CBaseEntity::IsNPC(void)const 67 CBaseEntity::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 CBaseEntity::IsPlayer(void)const 76 CBaseEntity::IsNetClient(void)const 77 CBaseEntity::IsTemplate(void) 78 CBaseEntity::IsBaseObject(void)const 79 CBaseEntity::GetServerVehicle(void) 80 CBaseEntity::IsViewable(void) 81 CBaseEntity::ChangeTeam(int) 82 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 83 CBaseEntity::CanStandOn(CBaseEntity*)const 84 CBaseEntity::CanStandOn(edict_t *)const 85 CBaseEntity::GetEnemy(void) 86 CBaseEntity::GetEnemy(void)const 87 CBaseCombatWeapon::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float) 88 CBaseEntity::StartTouch(CBaseEntity*) 89 CBaseEntity::Touch(CBaseEntity*) 90 CBaseEntity::EndTouch(CBaseEntity*) 91 CBaseEntity::StartBlocked(CBaseEntity*) 92 CBaseEntity::Blocked(CBaseEntity*) 93 CBaseEntity::EndBlocked(void) 94 CBaseEntity::PhysicsSimulate(void) 95 CBaseEntity::UpdateOnRemove(void) 96 CBaseEntity::StopLoopingSounds(void) 97 CBaseEntity::SUB_AllowedToFade(void) 98 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*) 99 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 100 CBaseCombatWeapon::MakeTracer(Vector const&,CGameTrace const&,int) 101 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 102 CBaseEntity::DoImpactEffect(CGameTrace &,int) 103 CWeaponCSBase::Respawn(void) 104 CBaseEntity::IsLockedByMaster(void) 105 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 106 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 107 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 108 CBaseEntity::NetworkStateChanged_m_iHealth(void) 109 CBaseEntity::NetworkStateChanged_m_iHealth(void *) 110 CBaseEntity::NetworkStateChanged_m_lifeState(void) 111 CBaseEntity::NetworkStateChanged_m_lifeState(void *) 112 CBaseEntity::NetworkStateChanged_m_takedamage(void) 113 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 114 CBaseEntity::GetDamageType(void)const 115 CBaseEntity::GetDamage(void) 116 CBaseEntity::SetDamage(float) 117 CBaseEntity::EyePosition(void) 118 CBaseEntity::EyeAngles(void) 119 CBaseEntity::LocalEyeAngles(void) 120 CBaseEntity::EarPosition(void) 121 CBaseEntity::BodyTarget(Vector const&,bool) 122 CBaseEntity::HeadTarget(Vector const&) 123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 124 CBaseEntity::GetViewOffset(void) 125 CBaseEntity::GetSmoothedVelocity(void) 126 CBaseAnimating::GetVelocity(Vector *,Vector *) 127 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**) 128 CBaseEntity::FVisible(Vector const&,int,CBaseEntity**) 129 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 130 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 131 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 132 CBaseEntity::CanBePoweredUp(void) 133 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *) 134 CBaseEntity::GetGroundVelocityToApply(Vector &) 135 CWeaponCSBase::PhysicsSplash(Vector const&,Vector const&,float,float) 136 CBaseEntity::Splash(void) 137 CBaseEntity::WorldSpaceCenter(void)const 138 CBaseEntity::GetSoundEmissionOrigin(void)const 139 CBaseEntity::CreateVPhysics(void) 140 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 141 CBaseEntity::VPhysicsDestroyObject(void) 142 CBaseEntity::VPhysicsUpdate(IPhysicsObject *) 143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 144 CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 145 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *) 146 CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *) 147 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 148 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 149 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 150 CBaseEntity::HasPhysicsAttacker(float) 151 CBaseEntity::PhysicsSolidMaskForEntity(void)const 152 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 153 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 154 CBaseAnimating::GetStepOrigin(void)const 155 CBaseAnimating::GetStepAngles(void)const 156 CBaseEntity::ShouldDrawWaterImpacts(void) 157 CBaseEntity::NetworkStateChanged_m_fFlags(void) 158 CBaseEntity::NetworkStateChanged_m_fFlags(void *) 159 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void) 160 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *) 161 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void) 162 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *) 163 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void) 164 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *) 165 CBaseEntity::NetworkStateChanged_m_flFriction(void) 166 CBaseEntity::NetworkStateChanged_m_flFriction(void *) 167 CBaseEntity::NetworkStateChanged_m_vecVelocity(void) 168 CBaseEntity::NetworkStateChanged_m_vecVelocity(void *) 169 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void) 170 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *) 171 CBaseAnimating::GetIdealSpeed(void)const 172 CBaseAnimating::GetIdealAccel(void)const 173 CBaseAnimating::StudioFrameAdvance(void) 174 CBaseAnimating::IsActivityFinished(void) 175 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 176 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 177 CBaseAnimating::IsRagdoll(void) 178 CBaseAnimating::CanBecomeRagdoll(void) 179 CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 180 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 181 CBaseAnimating::SetupBones(matrix3x4_t *,int) 182 CBaseAnimating::CalculateIKLocks(float) 183 CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) 184 CBaseCombatWeapon::HandleAnimEvent(animevent_t *) 185 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 186 CBaseAnimating::InitBoneControllers(void) 187 CBaseAnimating::GetGroundSpeedVelocity(void) 188 CBaseAnimating::Ignite(float,bool,float,bool) 189 CBaseAnimating::Extinguish(void) 190 CBaseAnimating::SetLightingOriginRelative(CBaseEntity *) 191 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 192 CWeaponCSBase::IsPredicted(void)const 193 CBaseCombatWeapon::GetSubType(void) 194 CBaseCombatWeapon::SetSubType(int) 195 CBaseCombatWeapon::Equip(CBaseCombatCharacter *) 196 CWeaponCSBase::Drop(Vector const&) 197 CBaseCombatWeapon::UpdateClientData(CBasePlayer *) 198 CBaseCombatWeapon::IsAllowedToSwitch(void) 199 CWeaponCSBase::CanBeSelected(void) 200 CBaseCombatWeapon::VisibleInWeaponSelection(void) 201 CBaseCombatWeapon::HasAmmo(void) 202 CBaseCombatWeapon::SetPickupTouch(void) 203 CWeaponCSBase::DefaultTouch(CBaseEntity *) 204 CBaseCombatWeapon::ShouldDisplayHUDHint(void) 205 CBaseCombatWeapon::DisplayAltFireHudHint(void) 206 CBaseCombatWeapon::SetViewModelIndex(int) 207 CWeaponCSBase::SendWeaponAnim(int) 208 CBaseCombatWeapon::SendViewModelAnim(int) 209 CBaseCombatWeapon::SetViewModel(void) 210 CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void) 211 CBaseCombatWeapon::SetWeaponIdleTime(float) 212 CBaseCombatWeapon::GetWeaponIdleTime(void) 213 CBaseCombatWeapon::HasAnyAmmo(void) 214 CBaseCombatWeapon::HasPrimaryAmmo(void) 215 CBaseCombatWeapon::HasSecondaryAmmo(void) 216 CBaseCombatWeapon::CanHolster(void) 217 CWeaponCSBase::DefaultDeploy(char *,char *,int,char *) 218 CWeaponCSBase::CanDeploy(void) 219 CDEagle::Deploy(void) 220 CWeaponCSBase::Holster(CBaseCombatWeapon *) 221 CBaseCombatWeapon::GetLastWeapon(void) 222 CBaseCombatWeapon::SetWeaponVisible(bool) 223 CBaseCombatWeapon::IsWeaponVisible(void) 224 CBaseCombatWeapon::ReloadOrSwitchWeapons(void) 225 CBaseCombatWeapon::ItemPreFrame(void) 226 CWeaponCSBase::ItemPostFrame(void) 227 CBaseCombatWeapon::ItemBusyFrame(void) 228 CBaseCombatWeapon::ItemHolsterFrame(void) 229 CDEagle::WeaponIdle(void) 230 CBaseCombatWeapon::HandleFireOnEmpty(void) 231 CBaseCombatWeapon::IsWeaponZoomed(void) 232 CBaseCombatWeapon::CheckReload(void) 233 CBaseCombatWeapon::FinishReload(void) 234 CBaseCombatWeapon::AbortReload(void) 235 CDEagle::Reload(void) 236 CDEagle::PrimaryAttack(void) 237 CWeaponCSBase::SecondaryAttack(void) 238 CBaseCombatWeapon::GetPrimaryAttackActivity(void) 239 CBaseCombatWeapon::GetSecondaryAttackActivity(void) 240 CBaseCombatWeapon::GetDrawActivity(void) 241 CWeaponCSBase::GetDefaultAnimSpeed(void) 242 CBaseCombatWeapon::GetBulletType(void) 243 CWeaponCSBase::GetBulletSpread(void) 244 CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t) 245 CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t) 246 CBaseCombatWeapon::GetFireRate(void) 247 CBaseCombatWeapon::GetMinBurst(void) 248 CBaseCombatWeapon::GetMaxBurst(void) 249 CBaseCombatWeapon::GetMinRestTime(void) 250 CBaseCombatWeapon::GetMaxRestTime(void) 251 CBaseCombatWeapon::GetRandomBurst(void) 252 CBaseCombatWeapon::WeaponSound(WeaponSound_t,float) 253 CBaseCombatWeapon::StopWeaponSound(WeaponSound_t) 254 CBaseCombatWeapon::GetProficiencyValues(void) 255 CBaseCombatWeapon::GetMaxAutoAimDeflection(void) 256 CBaseCombatWeapon::StartSprinting(void) 257 CBaseCombatWeapon::StopSprinting(void) 258 CBaseCombatWeapon::GetDamage(float,int) 259 CBaseCombatWeapon::SetActivity(Activity,float) 260 CBaseCombatWeapon::AddViewKick(void) 261 CBaseCombatWeapon::GetDeathNoticeName(void) 262 CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *) 263 CWeaponCSBase::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &) 264 CWeaponCSBase::CalcViewmodelBob(void) 265 CBaseCombatWeapon::GetControlPanelInfo(int,char const*&) 266 CBaseCombatWeapon::GetControlPanelClassName(int,char const*&) 267 CBaseCombatWeapon::ShouldShowControlPanels(void) 268 CBaseCombatWeapon::CanBePickedUpByNPCs(void) 269 CWeaponCSBase::GetViewModel(int)const 270 CBaseCombatWeapon::GetWorldModel(void)const 271 CBaseCombatWeapon::GetAnimPrefix(void)const 272 CBaseCombatWeapon::GetMaxClip1(void)const 273 CBaseCombatWeapon::GetMaxClip2(void)const 274 CBaseCombatWeapon::GetDefaultClip1(void)const 275 CBaseCombatWeapon::GetDefaultClip2(void)const 276 CBaseCombatWeapon::GetWeight(void)const 277 CBaseCombatWeapon::AllowsAutoSwitchTo(void)const 278 CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const 279 CBaseCombatWeapon::GetWeaponFlags(void)const 280 CBaseCombatWeapon::GetSlot(void)const 281 CBaseCombatWeapon::GetPosition(void)const 282 CBaseCombatWeapon::GetName(void)const 283 CBaseCombatWeapon::GetPrintName(void)const 284 CBaseCombatWeapon::GetShootSound(int)const 285 CBaseCombatWeapon::GetRumbleEffect(void)const 286 CBaseCombatWeapon::UsesClipsForAmmo1(void)const 287 CBaseCombatWeapon::UsesClipsForAmmo2(void)const 288 CBaseCombatWeapon::GetEncryptionKey(void) 289 CBaseCombatWeapon::GetPrimaryAmmoType(void)const 290 CBaseCombatWeapon::GetSecondaryAmmoType(void)const 291 CBaseCombatWeapon::GetSpriteActive(void)const 292 CBaseCombatWeapon::GetSpriteInactive(void)const 293 CBaseCombatWeapon::GetSpriteAmmo(void)const 294 CBaseCombatWeapon::GetSpriteAmmo2(void)const 295 CBaseCombatWeapon::GetSpriteCrosshair(void)const 296 CBaseCombatWeapon::GetSpriteAutoaim(void)const 297 CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const 298 CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const 299 CBaseCombatWeapon::ActivityOverride(Activity,bool *) 300 CBaseCombatWeapon::ActivityList(void) 301 CBaseCombatWeapon::ActivityListCount(void) 302 CBaseCombatWeapon::FallInit(void) 303 CBaseCombatWeapon::FallThink(void) 304 CWeaponCSBase::Materialize(void) 305 CWeaponCSBase::CheckRespawn(void) 306 CBaseCombatWeapon::Delete(void) 307 CBaseCombatWeapon::Kill(void) 308 CBaseCombatWeapon::CapabilitiesGet(void) 309 CWeaponCSBase::IsRemoveable(void) 310 CBaseCombatWeapon::WeaponLOSCondition(Vector const&,Vector const&,bool) 311 CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float) 312 CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float) 313 CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float) 314 CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float) 315 CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *) 316 CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *) 317 CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool) 318 CWeaponCSBase::BulletWasFired(Vector const&,Vector const&) 319 CWeaponCSBase::ShouldRemoveOnRoundRestart(void) 320 CWeaponCSBase::DefaultReload(int,int,int) 321 CWeaponCSBase::IsAwp(void)const 322 CWeaponCSBase::GetMaxSpeed(void)const 323 CDEagle::GetWeaponID(void)const 324 CWeaponCSBase::IsSilenced(void)const 325 CWeaponCSBase::SetWeaponModelIndex(char const*) 326 CWeaponCSBase::UpdateShieldState(void) 327 CWeaponCSBase::GetDeployActivity(void) 328 CWeaponCSBase::DefaultPistolReload(void) 329 CDEagle::UseDecrement(void) 330 std::bad_cast::~bad_cast()