CCSGameRules Offset List (Counter-Strike: Source)

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Revision as of 18:35, 24 June 2010 by DaFox (talk | contribs) (The List: Updated Offsets for the CSS Source2009 port)
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For use when using virtual offsets.

This is the list of offsets I've been using. These are the Linux offsets. Windows offsets are 1 less.

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 near the end.

Last Updated 24 June 2010

// Auto reconstructed from vtable block @ 0x00A721A0
// from "server.so", by ida_vtables.idc
0	CMultiplayRules::Init(void)
1	CBaseGameSystemPerFrame::PostInit(void)
2	CBaseGameSystemPerFrame::Shutdown(void)
3	CCSGameRules::LevelInitPreEntity(void)
4	CCSGameRules::LevelInitPostEntity(void)
5	CBaseGameSystemPerFrame::LevelShutdownPreEntity(void)
6	CBaseGameSystemPerFrame::LevelShutdownPostEntity(void)
7	CBaseGameSystemPerFrame::OnSave(void)
8	CBaseGameSystemPerFrame::OnRestore(void)
9	CBaseGameSystemPerFrame::SafeRemoveIfDesired(void)
10	CBaseGameSystemPerFrame::IsPerFrame(void)
11	CCSGameRules::~CCSGameRules()
12	CCSGameRules::~CCSGameRules()
13	CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)
14	CGameRules::FrameUpdatePostEntityThink(void)
15	CBaseGameSystemPerFrame::PreClientUpdate(void)
16	CMultiplayRules::Damage_IsTimeBased(int)
17	CMultiplayRules::Damage_ShouldGibCorpse(int)
18	CMultiplayRules::Damage_ShowOnHUD(int)
19	CMultiplayRules::Damage_NoPhysicsForce(int)
20	CMultiplayRules::Damage_ShouldNotBleed(int)
21	CMultiplayRules::Damage_GetTimeBased(void)
22	CMultiplayRules::Damage_GetShouldGibCorpse(void)
23	CMultiplayRules::Damage_GetShowOnHud(void)
24	CMultiplayRules::Damage_GetNoPhysicsForce(void)
25	CMultiplayRules::Damage_GetShouldNotBleed(void)
26	CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
27	CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
28	CCSGameRules::ShouldCollide(int,int)
29	CCSGameRules::DefaultFOV(void)
30	CCSGameRules::GetViewVectors(void)const
31	CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int)
32	CGameRules::GetDamageMultiplier(void)
33	CMultiplayRules::IsMultiplayer(void)
34	CCSGameRules::GetEncryptionKey(void)
35	CGameRules::InRoundRestart(void)
36	CGameRules::AllowThirdPersonCamera(void)
37	CMultiplayRules::ClientCommandKeyValues(edict_t *,KeyValues *)
38	CMultiplayRules::GetTaggedConVarList(KeyValues *)
39	CGameRules::CheckHaptics(CBasePlayer *)
40	CCSGameRules::LevelShutdown(void)
41	CTeamplayRules::Precache(void)
42	CMultiplayRules::RefreshSkillData(bool)
43	CCSGameRules::Think(void)
44	CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)
45	CCSGameRules::EndGameFrame(void)
46	CGameRules::IsSkillLevel(int)
47	CGameRules::GetSkillLevel(void)
48	CGameRules::OnSkillLevelChanged(int)
49	CGameRules::SetSkillLevel(int)
50	CMultiplayRules::FAllowFlashlight(void)
51	CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *)
52	CMultiplayRules::IsDeathmatch(void)
53	CTeamplayRules::IsTeamplay(void)
54	CMultiplayRules::IsCoOp(void)
55	CCSGameRules::GetGameDescription(void)
56	CMultiplayRules::ClientConnected(edict_t *,char  const*,char  const*,char *,int)
57	CTeamplayRules::InitHUD(CBasePlayer *)
58	CCSGameRules::ClientDisconnected(edict_t *)
59	CCSGameRules::FlPlayerFallDamage(CBasePlayer *)
60	CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)
61	CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *)
62	CGameRules::GetAutoAimScale(CBasePlayer *)
63	CGameRules::GetAutoAimMode(void)
64	CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)
65	CCSGameRules::RadiusDamage(CTakeDamageInfo  const&,Vector  const&,float,int,CBaseEntity *)
66	CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)
67	CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo  const&)
68	CCSGameRules::PlayerSpawn(CBasePlayer *)
69	CMultiplayRules::PlayerThink(CBasePlayer *)
70	CCSGameRules::FPlayerCanRespawn(CBasePlayer *)
71	CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)
72	CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *)
73	CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *)
74	CMultiplayRules::AllowAutoTargetCrosshair(void)
75	CCSGameRules::ClientCommand(CBaseEntity *,CCommand  const&)
76	CCSGameRules::ClientSettingsChanged(CBasePlayer *)
77	CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *)
78	CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo  const&)
79	CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo  const&)
80	CGameRules::GetDamageCustomString(CTakeDamageInfo  const&)
81	CGameRules::AdjustPlayerDamageInflicted(float)
82	CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)
83	CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *)
84	CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)
85	CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)
86	CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)
87	CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)
88	CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *)
89	CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *)
90	CMultiplayRules::ItemShouldRespawn(CItem *)
91	CMultiplayRules::FlItemRespawnTime(CItem *)
92	CMultiplayRules::VecItemRespawnSpot(CItem *)
93	CMultiplayRules::VecItemRespawnAngles(CItem *)
94	CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int)
95	CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char  const*)
96	CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int)
97	CGameRules::GetAmmoQuantityScale(int)
98	CCSGameRules::InitDefaultAIRelationships(void)
99	CCSGameRules::AIClassText(int)
100	CMultiplayRules::FlHealthChargerRechargeTime(void)
101	CMultiplayRules::FlHEVChargerRechargeTime(void)
102	CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)
103	CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)
104	CTeamplayRules::GetTeamID(CBaseEntity *)
105	CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *)
106	CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *)
107	CGameRules::CheckChatText(CBasePlayer *,char *)
108	CTeamplayRules::GetTeamIndex(char  const*)
109	CTeamplayRules::GetIndexedTeamName(int)
110	CTeamplayRules::IsValidTeam(char  const*)
111	CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char  const*,bool,bool)
112	CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)
113	CCSGameRules::UpdateClientData(CBasePlayer *)
114	CCSGameRules::PlayTextureSounds(void)
115	CMultiplayRules::PlayFootstepSounds(CBasePlayer *)
116	CCSGameRules::FAllowNPCs(void)
117	CMultiplayRules::EndMultiplayerGame(void)
118	CGameRules::WeaponTraceEntity(CBaseEntity *,Vector  const&,Vector  const&,unsigned int,CGameTrace *)
119	CCSGameRules::CreateStandardEntities(void)
120	CCSGameRules::GetChatPrefix(bool,CBasePlayer *)
121	CCSGameRules::GetChatLocation(bool,CBasePlayer *)
122	CCSGameRules::GetChatFormat(bool,CBasePlayer *)
123	CGameRules::ShouldBurningPropsEmitLight(void)
124	CGameRules::CanEntityBeUsePushed(CBaseEntity *)
125	CCSGameRules::CreateCustomNetworkStringTables(void)
126	CGameRules::MarkAchievement(IRecipientFilter &,char  const*)
127	CMultiplayRules::ResetMapCycleTimeStamp(void)
128	CGameRules::OnNavMeshLoad(void)
129	CGameRules::TacticalMissionManagerFactory(void)
130	CGameRules::ProcessVerboseLogOutput(void)
131	CGameRules::GetGameTypeName(void)
132	CGameRules::GetGameType(void)
133	CGameRules::ShouldDrawHeadLabels(void)
134	CMultiplayRules::GetDeathScorer(CBaseEntity *,CBaseEntity *,CBaseEntity *)
135	CMultiplayRules::VoiceCommand(CBaseMultiplayerPlayer *,int,int)
136	CMultiplayRules::HandleTimeLimitChange(void)
137	CMultiplayRules::InitCustomResponseRulesDicts(void)
138	CMultiplayRules::ShutdownCustomResponseRulesDicts(void)
139	CMultiplayRules::UseSuicidePenalty(void)
140	CMultiplayRules::GetNextLevelName(char *,int,bool)
141	CMultiplayRules::ChangeLevel(void)
142	CCSGameRules::GoToIntermission(void)
143	CTeamplayRules::GetCaptureValueForPlayer(CBasePlayer *)
144	CTeamplayRules::TeamMayCapturePoint(int,int)
145	CTeamplayRules::PlayerMayCapturePoint(CBasePlayer *,int,char *,int)
146	CTeamplayRules::PlayerMayBlockPoint(CBasePlayer *,int,char *,int)
147	CTeamplayRules::PointsMayBeCaptured(void)
148	CTeamplayRules::SetLastCapPointChanged(int)
149	CTeamplayRules::TimerMayExpire(void)
150	CTeamplayRules::SetWinningTeam(int,int,bool,bool,bool)
151	CTeamplayRules::SetStalemate(int,bool,bool)
152	CTeamplayRules::SetSwitchTeams(bool)
153	CTeamplayRules::ShouldSwitchTeams(void)
154	CTeamplayRules::HandleSwitchTeams(void)
155	CTeamplayRules::SetScrambleTeams(bool)
156	CTeamplayRules::ShouldScrambleTeams(void)
157	CTeamplayRules::HandleScrambleTeams(void)
158	CTeamplayRules::PointsMayAlwaysBeBlocked(void)
159	CCSGameRules::SpawningLatePlayer(CCSPlayer *)
160	CCSGameRules::SetAllowWeaponSwitch(bool)
161	CCSGameRules::GetAllowWeaponSwitch(void)