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

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(New page: For use when using virtual offsets. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b> == The List == This comes from the symbol ...)
 
(This page is useless, CCSPlayer has everything and more.)
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For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
+
#REDIRECT CCSPlayer_Offset_List_(Counter-Strike:_Source)
 
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
 
 
 
== The List ==
 
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for any CSS specific functions.
 
 
 
<b>Last Updated 30 Sept 2008</b>
 
<pre>
 
// Auto reconstructed from vtable block @ 0x00B117C0
 
// from "server_i486.so", by ida_vtables.idc
 
0 CBasePlayer::~CBasePlayer()
 
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 CBasePlayer::_GetClassName(void)
 
10 CBasePlayer::GetServerClass(void)
 
11 CBasePlayer::GetClassName(void)
 
12 CBasePlayer::YouForgotToImplementOrDeclareServerClass(void)
 
13 CBasePlayer::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 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
 
20 CBasePlayer::UpdateTransmitState(void)
 
21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
 
22 CBasePlayer::GetTracerType(void)
 
23 CBasePlayer::Spawn(void)
 
24 CBasePlayer::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 CBasePlayer::Activate(void)
 
33 CBaseEntity::SetParent(CBaseEntity*,int)
 
34 CBasePlayer::ObjectCaps(void)
 
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
 
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
 
37 CBasePlayer::DrawDebugGeometryOverlays(void)
 
38 CBaseAnimating::DrawDebugTextOverlays(void)
 
39 CBasePlayer::Save(ISave &)
 
40 CBasePlayer::Restore(IRestore &)
 
41 CBasePlayer::ShouldSavePhysics(void)
 
42 CBaseEntity::OnSave(IEntitySaveUtils *)
 
43 CBasePlayer::OnRestore(void)
 
44 CBasePlayer::RequiredEdictIndex(void)
 
45 CBaseEntity::MoveDone(void)
 
46 CBaseEntity::Think(void)
 
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
 
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
 
49 CBaseAnimating::GetBaseAnimating(void)
 
50 CBaseEntity::GetResponseSystem(void)
 
51 CBaseEntity::DispatchResponse(char  const*)
 
52 CBasePlayer::Classify(void)
 
53 CBaseEntity::DeathNotice(CBaseEntity*)
 
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
 
55 CBaseEntity::GetAutoAimRadius(void)
 
56 CBaseEntity::GetAutoAimCenter(void)
 
57 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
 
58 CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
 
59 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
 
60 CBasePlayer::OnTakeDamage(CTakeDamageInfo  const&)
 
61 CBasePlayer::TakeHealth(float,int)
 
62 CBasePlayer::Event_Killed(CTakeDamageInfo  const&)
 
63 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
 
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::GetServerVehicle(void)
 
80 CBaseEntity::IsViewable(void)
 
81 CBasePlayer::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 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
 
88 CBaseEntity::StartTouch(CBaseEntity*)
 
89 CBasePlayer::Touch(CBaseEntity *)
 
90 CBaseEntity::EndTouch(CBaseEntity*)
 
91 CBaseEntity::StartBlocked(CBaseEntity*)
 
92 CBaseEntity::Blocked(CBaseEntity*)
 
93 CBaseEntity::EndBlocked(void)
 
94 CBasePlayer::PhysicsSimulate(void)
 
95 CBasePlayer::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 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
 
101 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
 
102 CBasePlayer::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 CBasePlayer::NetworkStateChanged_m_iHealth(void)
 
109 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
 
110 CBasePlayer::NetworkStateChanged_m_lifeState(void)
 
111 CBasePlayer::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 CBasePlayer::EyePosition(void)
 
118 CBasePlayer::EyeAngles(void)
 
119 CBasePlayer::LocalEyeAngles(void)
 
120 CBaseEntity::EarPosition(void)
 
121 CBasePlayer::BodyTarget(Vector  const&,bool)
 
122 CBaseEntity::HeadTarget(Vector  const&)
 
123 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
 
124 CBaseEntity::GetViewOffset(void)
 
125 CBasePlayer::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 CBasePlayer::VPhysicsDestroyObject(void)
 
142 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
 
143 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
 
144 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
 
145 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
 
146 CBasePlayer::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 CBasePlayer::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 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
 
160 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
 
161 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
 
162 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
 
163 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
 
164 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
 
165 CBasePlayer::NetworkStateChanged_m_flFriction(void)
 
166 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
 
167 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
 
168 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
 
169 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
 
170 CBasePlayer::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 CBasePlayer::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 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
 
217 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
 
218 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
 
219 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
 
220 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
 
221 CBasePlayer::Weapon_ShootPosition(void)
 
222 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
 
223 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
 
224 CBaseCombatCharacter::Weapon_GetSlot(int)const
 
225 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
 
226 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
 
227 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
 
228 CBasePlayer::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 CBasePlayer::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 CBasePlayer::GetVehicle(void)
 
252 CBasePlayer::GetVehicleEntity(void)
 
253 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
 
254 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
 
255 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
 
256 CBasePlayer::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 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
 
262 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
 
263 CBasePlayer::CreateViewModel(int)
 
264 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
 
265 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
 
266 CBasePlayer::SharedSpawn(void)
 
267 CBasePlayer::InitialSpawn(void)
 
268 CBasePlayer::InitHUD(void)
 
269 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
 
270 CBasePlayer::PlayerDeathThink(void)
 
271 CBasePlayer::Jump(void)
 
272 CBasePlayer::Duck(void)
 
273 CBasePlayer::PreThink(void)
 
274 CBasePlayer::PostThink(void)
 
275 CBasePlayer::DamageEffect(float,int)
 
276 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
 
277 CBasePlayer::ShouldFadeOnDeath(void)
 
278 CBasePlayer::IsFakeClient(void)const
 
279 CBasePlayer::GetPlayerMins(void)const
 
280 CBasePlayer::GetPlayerMaxs(void)const
 
281 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
 
282 CBasePlayer::PackDeadPlayerItems(void)
 
283 CBasePlayer::RemoveAllItems(bool)
 
284 CBasePlayer::IsRunning(void)const
 
285 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
 
286 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
 
287 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
 
288 CBasePlayer::UpdateClientData(void)
 
289 CBasePlayer::ExitLadder(void)
 
290 CBasePlayer::FlashlightIsOn(void)
 
291 CBasePlayer::FlashlightTurnOn(void)
 
292 CBasePlayer::FlashlightTurnOff(void)
 
293 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
 
294 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
 
295 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
 
296 CBasePlayer::DeathSound(CTakeDamageInfo  const&)
 
297 CBasePlayer::SetAnimation(PLAYER_ANIM)
 
298 CBasePlayer::ImpulseCommands(void)
 
299 CBasePlayer::CheatImpulseCommands(int)
 
300 CBasePlayer::ClientCommand(char  const*)
 
301 CBasePlayer::StartObserverMode(int)
 
302 CBasePlayer::StopObserverMode(void)
 
303 CBasePlayer::SetObserverMode(int)
 
304 CBasePlayer::GetObserverMode(void)
 
305 CBasePlayer::SetObserverTarget(CBaseEntity *)
 
306 CBasePlayer::ObserverUse(bool)
 
307 CBasePlayer::GetObserverTarget(void)
 
308 CBasePlayer::FindNextObserverTarget(bool)
 
309 CBasePlayer::GetNextObserverSearchStartPoint(bool)
 
310 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
 
311 CBasePlayer::CheckObserverSettings(void)
 
312 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
 
313 CBasePlayer::ForceObserverMode(int)
 
314 CBasePlayer::ResetObserverMode(void)
 
315 CBasePlayer::StartReplayMode(float,float,int)
 
316 CBasePlayer::StopReplayMode(void)
 
317 CBasePlayer::GetDelayTicks(void)
 
318 CBasePlayer::GetReplayEntity(void)
 
319 CBasePlayer::CreateCorpse(void)
 
320 CBasePlayer::EntSelectSpawnPoint(void)
 
321 CBasePlayer::GetInVehicle(IServerVehicle *,int)
 
322 CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
 
323 CBasePlayer::OnVehicleStart(void)
 
324 CBasePlayer::OnVehicleEnd(Vector &)
 
325 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
 
326 CBasePlayer::SelectLastItem(void)
 
327 CBasePlayer::SelectItem(char  const*,int)
 
328 CBasePlayer::ItemPostFrame(void)
 
329 CBasePlayer::GiveNamedItem(char  const*,int)
 
330 CBasePlayer::CheckTrainUpdate(void)
 
331 CBasePlayer::SetPlayerUnderwater(bool)
 
332 CBasePlayer::CanBreatheUnderwater(void)const
 
333 CBasePlayer::PlayerUse(void)
 
334 CBasePlayer::PlayUseDenySound(void)
 
335 CBasePlayer::FindUseEntity(void)
 
336 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
 
337 CBasePlayer::PickupObject(CBaseEntity *,bool)
 
338 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
 
339 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
 
340 CBasePlayer::UpdateGeigerCounter(void)
 
341 CBasePlayer::GetAutoaimVector(float)
 
342 CBasePlayer::GetAutoaimVector(float,float)
 
343 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
 
344 CBasePlayer::ShouldAutoaim(void)
 
345 CBasePlayer::ForceClientDllUpdate(void)
 
346 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
 
347 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
 
348 CBasePlayer::CanSpeak(void)
 
349 CBasePlayer::CanHearChatFrom(CBasePlayer*)
 
350 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
 
351 CBasePlayer::CheckChatText(char *,int)
 
352 CBasePlayer::IsFollowingPhysics(void)
 
353 CBasePlayer::InitVCollision(void)
 
354 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
 
355 CBasePlayer::EquipSuit(bool)
 
356 CBasePlayer::RemoveSuit(void)
 
357 CBasePlayer::CommitSuicide(void)
 
358 CBasePlayer::IsBot(void)const
 
359 CBasePlayer::SpawnArmorValue(void)const
 
360 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
 
361 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
 
362 std::bad_cast::~bad_cast()
 
</pre>
 

Revision as of 19:26, 24 June 2010

  1. REDIRECT CCSPlayer_Offset_List_(Counter-Strike:_Source)