CBaseCombatWeapon Offset List (Counter-Strike: Source)

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CBaseCombatWeapon (CS:S) Offset List

For use when using VFunc offsets.

This is the list of offsets I've been using. 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 near the end.

Last Updated 09 Sept 2006

0       CBaseCombatWeapon::~CBaseCombatWeapon()
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       CBaseCombatWeapon::_GetClassName()
10      CBaseCombatWeapon::GetServerClass()
11      CBaseCombatWeapon::GetClassName()
12      CBaseCombatWeapon::YouForgotToImplementOrDeclareServerClass()
13      CBaseCombatWeapon::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      CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*)
20      CBaseCombatWeapon::UpdateTransmitState()
21      CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool)
22      CBaseEntity::GetTracerType()
23      CBaseCombatWeapon::Spawn()
24      CBaseCombatWeapon::Precache()
25      CBaseAnimating::SetModel(char const*)
26      CBaseEntity::PostConstructor(char const*)
27      CBaseEntity::PostClientActive()
28      CBaseEntity::ParseMapData(CEntityMapData*)
29      CBaseEntity::KeyValue(char const*, char const*)
30      CBaseEntity::KeyValue(char const*, float)
31      CBaseEntity::KeyValue(char const*, Vector)
32      CBaseCombatWeapon::Activate()
33      CBaseEntity::SetParent(CBaseEntity*, int)
34      CBaseCombatWeapon::ObjectCaps()
35      CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
36      CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)
37      CBaseEntity::DrawDebugGeometryOverlays()
38      CBaseAnimating::DrawDebugTextOverlays()
39      CBaseEntity::Save(ISave&)
40      CBaseEntity::Restore(IRestore&)
41      CBaseEntity::ShouldSavePhysics()
42      CBaseEntity::OnSave(IEntitySaveUtils*)
43      CBaseAnimating::OnRestore()
44      CBaseEntity::RequiredEdictIndex()
45      CBaseEntity::MoveDone()
46      CBaseEntity::Think()
47      CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick()
48      CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void*)
49      CBaseAnimating::GetBaseAnimating()
50      CBaseEntity::GetResponseSystem()
51      CBaseEntity::DispatchResponse(char const*)
52      CBaseEntity::Classify()
53      CBaseEntity::DeathNotice(CBaseEntity*)
54      CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55      CBaseEntity::GetAutoAimRadius()
56      CBaseEntity::GetAutoAimCenter()
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()
65      CBaseEntity::IsTriggered(CBaseEntity*)
66      CBaseEntity::IsNPC() const
67      CBaseEntity::MyCombatCharacterPointer()
68      CBaseEntity::GetDelay()
69      CBaseEntity::IsMoving()
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() const
76      CBaseEntity::IsNetClient() const
77      CBaseEntity::IsTemplate()
78      CBaseEntity::IsBaseObject() const
79      CBaseEntity::GetServerVehicle()
80      CBaseEntity::IsViewable()
81      CBaseEntity::ChangeTeam(int)
82      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
83      CBaseEntity::CanStandOn(CBaseEntity*) const
84      CBaseEntity::CanStandOn(edict_t*) const
85      CBaseEntity::GetEnemy()
86      CBaseEntity::GetEnemy() 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()
94      CBaseEntity::PhysicsSimulate()
95      CBaseEntity::UpdateOnRemove()
96      CBaseEntity::StopLoopingSounds()
97      CBaseEntity::SUB_AllowedToFade()
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     CBaseCombatWeapon::Respawn()
104     CBaseEntity::IsLockedByMaster()
105     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
106     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
107     CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*)
108     CBaseEntity::NetworkStateChanged_m_iHealth()
109     CBaseEntity::NetworkStateChanged_m_iHealth(void*)
110     CBaseEntity::NetworkStateChanged_m_lifeState()
111     CBaseEntity::NetworkStateChanged_m_lifeState(void*)
112     CBaseEntity::NetworkStateChanged_m_takedamage()
113     CBaseEntity::NetworkStateChanged_m_takedamage(void*)
114     CBaseEntity::GetDamageType() const
115     CBaseEntity::GetDamage()
116     CBaseEntity::SetDamage(float)
117     CBaseEntity::EyePosition()
118     CBaseEntity::EyeAngles()
119     CBaseEntity::LocalEyeAngles()
120     CBaseEntity::EarPosition()
121     CBaseEntity::BodyTarget(Vector const&, bool)
122     CBaseEntity::HeadTarget(Vector const&)
123     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
124     CBaseEntity::GetViewOffset()
125     CBaseEntity::GetSmoothedVelocity()
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()
133     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
134     CBaseEntity::GetGroundVelocityToApply(Vector&)
135     CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
136     CBaseEntity::Splash()
137     CBaseEntity::WorldSpaceCenter() const
138     CBaseEntity::GetSoundEmissionOrigin() const
139     CBaseEntity::CreateVPhysics()
140     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
141     CBaseEntity::VPhysicsDestroyObject()
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() const
152     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
153     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
154     CBaseAnimating::GetStepOrigin() const
155     CBaseAnimating::GetStepAngles() const
156     CBaseEntity::ShouldDrawWaterImpacts()
157     CBaseEntity::NetworkStateChanged_m_fFlags()
158     CBaseEntity::NetworkStateChanged_m_fFlags(void*)
159     CBaseEntity::NetworkStateChanged_m_nWaterLevel()
160     CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*)
161     CBaseEntity::NetworkStateChanged_m_hGroundEntity()
162     CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*)
163     CBaseEntity::NetworkStateChanged_m_vecBaseVelocity()
164     CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*)
165     CBaseEntity::NetworkStateChanged_m_flFriction()
166     CBaseEntity::NetworkStateChanged_m_flFriction(void*)
167     CBaseEntity::NetworkStateChanged_m_vecVelocity()
168     CBaseEntity::NetworkStateChanged_m_vecVelocity(void*)
169     CBaseEntity::NetworkStateChanged_m_vecViewOffset()
170     CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*)
171     CBaseAnimating::GetIdealSpeed() const
172     CBaseAnimating::GetIdealAccel() const
173     CBaseAnimating::StudioFrameAdvance()
174     CBaseAnimating::IsActivityFinished()
175     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
176     CBaseAnimating::BecomeRagdollOnClient(Vector const&)
177     CBaseAnimating::IsRagdoll()
178     CBaseAnimating::CanBecomeRagdoll()
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()
187     CBaseAnimating::GetGroundSpeedVelocity()
188     CBaseAnimating::Ignite(float, bool, float, bool)
189     CBaseAnimating::Extinguish()
190     CBaseAnimating::SetLightingOriginRelative(CBaseEntity*)
191     CBaseAnimating::SetLightingOrigin(CBaseEntity*)
192     CBaseCombatWeapon::IsPredicted() const
193     CBaseCombatWeapon::GetSubType()
194     CBaseCombatWeapon::SetSubType(int)
195     CBaseCombatWeapon::Equip(CBaseCombatCharacter*)
196     CBaseCombatWeapon::Drop(Vector const&)
197     CBaseCombatWeapon::UpdateClientData(CBasePlayer*)
198     CBaseCombatWeapon::IsAllowedToSwitch()
199     CBaseCombatWeapon::CanBeSelected()
200     CBaseCombatWeapon::VisibleInWeaponSelection()
201     CBaseCombatWeapon::HasAmmo()
202     CBaseCombatWeapon::SetPickupTouch()
203     CBaseCombatWeapon::DefaultTouch(CBaseEntity*)
204     CBaseCombatWeapon::ShouldDisplayHUDHint()
205     CBaseCombatWeapon::DisplayAltFireHudHint()
206     CBaseCombatWeapon::SetViewModelIndex(int)
207     CBaseCombatWeapon::SendWeaponAnim(int)
208     CBaseCombatWeapon::SendViewModelAnim(int)
209     CBaseCombatWeapon::SetViewModel()
210     CBaseCombatWeapon::HasWeaponIdleTimeElapsed()
211     CBaseCombatWeapon::SetWeaponIdleTime(float)
212     CBaseCombatWeapon::GetWeaponIdleTime()
213     CBaseCombatWeapon::HasAnyAmmo()
214     CBaseCombatWeapon::HasPrimaryAmmo()
215     CBaseCombatWeapon::HasSecondaryAmmo()
216     CBaseCombatWeapon::CanHolster()
217     CBaseCombatWeapon::DefaultDeploy(char*, char*, int, char*)
218     CBaseCombatWeapon::CanDeploy()
219     CBaseCombatWeapon::Deploy()
220     CBaseCombatWeapon::Holster(CBaseCombatWeapon*)
221     CBaseCombatWeapon::GetLastWeapon()
222     CBaseCombatWeapon::SetWeaponVisible(bool)
223     CBaseCombatWeapon::IsWeaponVisible()
224     CBaseCombatWeapon::ReloadOrSwitchWeapons()
225     CBaseCombatWeapon::ItemPreFrame()
226     CBaseCombatWeapon::ItemPostFrame()
227     CBaseCombatWeapon::ItemBusyFrame()
228     CBaseCombatWeapon::ItemHolsterFrame()
229     CBaseCombatWeapon::WeaponIdle()
230     CBaseCombatWeapon::HandleFireOnEmpty()
231     CBaseCombatWeapon::IsWeaponZoomed()
232     CBaseCombatWeapon::CheckReload()
233     CBaseCombatWeapon::FinishReload()
234     CBaseCombatWeapon::AbortReload()
235     CBaseCombatWeapon::Reload()
236     CBaseCombatWeapon::PrimaryAttack()
237     CBaseCombatWeapon::SecondaryAttack()
238     CBaseCombatWeapon::GetPrimaryAttackActivity()
239     CBaseCombatWeapon::GetSecondaryAttackActivity()
240     CBaseCombatWeapon::GetDrawActivity()
241     CBaseCombatWeapon::GetDefaultAnimSpeed()
242     CBaseCombatWeapon::GetBulletType()
243     CBaseCombatWeapon::GetBulletSpread()
244     CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
245     CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
246     CBaseCombatWeapon::GetFireRate()
247     CBaseCombatWeapon::GetMinBurst()
248     CBaseCombatWeapon::GetMaxBurst()
249     CBaseCombatWeapon::GetMinRestTime()
250     CBaseCombatWeapon::GetMaxRestTime()
251     CBaseCombatWeapon::GetRandomBurst()
252     CBaseCombatWeapon::WeaponSound(WeaponSound_t, float)
253     CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
254     CBaseCombatWeapon::GetProficiencyValues()
255     CBaseCombatWeapon::GetMaxAutoAimDeflection()
256     CBaseCombatWeapon::StartSprinting()
257     CBaseCombatWeapon::StopSprinting()
258     CBaseCombatWeapon::GetDamage(float, int)
259     CBaseCombatWeapon::SetActivity(Activity, float)
260     CBaseCombatWeapon::AddViewKick()
261     CBaseCombatWeapon::GetDeathNoticeName()
262     CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter*)
263     CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel*, Vector&, QAngle&)
264     CBaseCombatWeapon::CalcViewmodelBob()
265     CBaseCombatWeapon::GetControlPanelInfo(int, char const*&)
266     CBaseCombatWeapon::GetControlPanelClassName(int, char const*&)
267     CBaseCombatWeapon::ShouldShowControlPanels()
268     CBaseCombatWeapon::CanBePickedUpByNPCs()
269     CBaseCombatWeapon::GetViewModel(int) const
270     CBaseCombatWeapon::GetWorldModel() const
271     CBaseCombatWeapon::GetAnimPrefix() const
272     CBaseCombatWeapon::GetMaxClip1() const
273     CBaseCombatWeapon::GetMaxClip2() const
274     CBaseCombatWeapon::GetDefaultClip1() const
275     CBaseCombatWeapon::GetDefaultClip2() const
276     CBaseCombatWeapon::GetWeight() const
277     CBaseCombatWeapon::AllowsAutoSwitchTo() const
278     CBaseCombatWeapon::AllowsAutoSwitchFrom() const
279     CBaseCombatWeapon::GetWeaponFlags() const
280     CBaseCombatWeapon::GetSlot() const
281     CBaseCombatWeapon::GetPosition() const
282     CBaseCombatWeapon::GetName() const
283     CBaseCombatWeapon::GetPrintName() const
284     CBaseCombatWeapon::GetShootSound(int) const
285     CBaseCombatWeapon::GetRumbleEffect() const
286     CBaseCombatWeapon::UsesClipsForAmmo1() const
287     CBaseCombatWeapon::UsesClipsForAmmo2() const
288     CBaseCombatWeapon::GetEncryptionKey()
289     CBaseCombatWeapon::GetPrimaryAmmoType() const
290     CBaseCombatWeapon::GetSecondaryAmmoType() const
291     CBaseCombatWeapon::GetSpriteActive() const
292     CBaseCombatWeapon::GetSpriteInactive() const
293     CBaseCombatWeapon::GetSpriteAmmo() const
294     CBaseCombatWeapon::GetSpriteAmmo2() const
295     CBaseCombatWeapon::GetSpriteCrosshair() const
296     CBaseCombatWeapon::GetSpriteAutoaim() const
297     CBaseCombatWeapon::GetSpriteZoomedCrosshair() const
298     CBaseCombatWeapon::GetSpriteZoomedAutoaim() const
299     CBaseCombatWeapon::ActivityOverride(Activity, bool*)
300     CBaseCombatWeapon::ActivityList()
301     CBaseCombatWeapon::ActivityListCount()
302     CBaseCombatWeapon::FallInit()
303     CBaseCombatWeapon::FallThink()
304     CBaseCombatWeapon::Materialize()
305     CBaseCombatWeapon::CheckRespawn()
306     CBaseCombatWeapon::Delete()
307     CBaseCombatWeapon::Kill()
308     CBaseCombatWeapon::CapabilitiesGet()
309     CBaseCombatWeapon::IsRemoveable()
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)