Difference between revisions of "CBaseGrenade Offset List (Counter-Strike: Source)"

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(New page: For use when using virtual offsets. This is the list of offsets I've been using. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b...)
 
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For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
 
For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
This is the list of offsets I've been using. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
+
This is a list of CBaseGrenade Offsets. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
  
 
== The List ==
 
== The List ==

Revision as of 08:46, 30 April 2008

For use when using virtual offsets.

This is a list of CBaseGrenade 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.

Last Updated 28 April 2008

// Auto reconstructed from vtable block @ 0x00B3A4A0
// from "server_i486.so", by ida_vtables.idc
0	CBaseGrenade::~CBaseGrenade()
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	CBaseGrenade::_GetClassName(void)
10	CBaseGrenade::GetServerClass(void)
11	CBaseGrenade::GetClassName(void)
12	CBaseGrenade::YouForgotToImplementOrDeclareServerClass(void)
13	CBaseGrenade::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	CBaseEntity::UpdateTransmitState(void)
21	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
22	CBaseEntity::GetTracerType(void)
23	CBaseCombatCharacter::Spawn(void)
24	CBaseGrenade::Precache(void)
25	CBaseFlex::SetModel(char  const*)
26	CBaseEntity::PostConstructor(char  const*)
27	CBaseEntity::PostClientActive(void)
28	CBaseEntity::ParseMapData(CEntityMapData *)
29	CBaseEntity::KeyValue(char  const*,char  const*)
30	CBaseEntity::KeyValue(char  const*,float)
31	CBaseEntity::KeyValue(char  const*,Vector)
32	CBaseAnimating::Activate(void)
33	CBaseEntity::SetParent(CBaseEntity*,int)
34	CBaseGrenade::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	CBaseAnimatingOverlay::OnRestore(void)
44	CBaseEntity::RequiredEdictIndex(void)
45	CBaseEntity::MoveDone(void)
46	CBaseEntity::Think(void)
47	CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void)
48	CBaseEntity::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	CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo  const&)
61	CBaseCombatCharacter::TakeHealth(float,int)
62	CBaseGrenade::Event_Killed(CTakeDamageInfo  const&)
63	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
64	CBaseGrenade::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	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	CBaseGrenade::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	CBaseCombatCharacter::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	CBaseEntity::MakeTracer(Vector  const&,CGameTrace  const&,int)
101	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
102	CBaseEntity::DoImpactEffect(CGameTrace &,int)
103	CBaseEntity::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	CBaseGrenade::GetDamage(void)
116	CBaseGrenade::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	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
128	CBaseCombatCharacter::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	CBaseEntity::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	CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject *)
143	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
144	CBaseCombatCharacter::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	CBaseGrenade::NetworkStateChanged_m_fFlags(void)
158	CBaseGrenade::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	CBaseGrenade::NetworkStateChanged_m_vecVelocity(void)
168	CBaseGrenade::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	CBaseAnimatingOverlay::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	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
180	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
181	CBaseAnimating::SetupBones(matrix3x4_t *,int)
182	CBaseAnimating::CalculateIKLocks(float)
183	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
184	CBaseAnimating::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	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
191	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
192	CBaseFlex::SetViewtarget(Vector  const&)
193	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
194	CBaseFlex::ProcessSceneEvents(void)
195	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
196	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
197	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
198	CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
199	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
200	CBaseCombatCharacter::FInViewCone(Vector  const&)
201	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
202	CBaseCombatCharacter::FInAimCone(Vector  const&)
203	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
204	CBaseCombatCharacter::FindMissTarget(void)
205	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
206	CBaseCombatCharacter::BodyAngles(void)
207	CBaseCombatCharacter::BodyDirection2D(void)
208	CBaseCombatCharacter::BodyDirection3D(void)
209	CBaseCombatCharacter::HeadDirection2D(void)
210	CBaseCombatCharacter::HeadDirection3D(void)
211	CBaseCombatCharacter::EyeDirection2D(void)
212	CBaseCombatCharacter::EyeDirection3D(void)
213	CBaseCombatCharacter::GiveAmmo(int,int,bool)
214	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
215	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
216	CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon *)
217	CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon *)
218	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
219	CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
220	CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon *,int)
221	CBaseCombatCharacter::Weapon_ShootPosition(void)
222	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
223	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
224	CBaseCombatCharacter::Weapon_GetSlot(int)const
225	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
226	CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon *)
227	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
228	CBaseCombatCharacter::OnTakeDamage_Alive(CTakeDamageInfo  const&)
229	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
230	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
231	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
232	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
233	CBaseCombatCharacter::GetDeathActivity(void)
234	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
235	CBaseCombatCharacter::CorpseFade(void)
236	CBaseCombatCharacter::HasHumanGibs(void)
237	CBaseCombatCharacter::HasAlienGibs(void)
238	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
239	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
240	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
241	CBaseCombatCharacter::Event_Dying(void)
242	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
243	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
244	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
245	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
246	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
247	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
248	CBaseCombatCharacter::IRelationType(CBaseEntity *)
249	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
250	CBaseCombatCharacter::IsInAVehicle(void)
251	CBaseCombatCharacter::GetVehicle(void)
252	CBaseCombatCharacter::GetVehicleEntity(void)
253	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
254	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
255	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
256	CBaseCombatCharacter::DoMuzzleFlash(void)
257	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
258	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
259	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
260	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
261	CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void)
262	CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void *)
263	CBaseGrenade::Explode(CGameTrace *,int)
264	CBaseGrenade::Detonate(void)
265	CBaseGrenade::GetBlastForce(void)
266	CBaseGrenade::BounceSound(void)
267	CBaseGrenade::GetShakeAmplitude(void)
268	CBaseGrenade::GetShakeRadius(void)
269	CBaseGrenade::GetDamageRadius(void)
270	CBaseGrenade::SetDamageRadius(float)