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

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(Replacing page with 'No cast please. No abuse of noobs!<math>HIsdsadksad == sasdas == </math> 117 std::bad_cast::~bad_cast() </pre>')
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For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
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No cast please. No abuse of noobs!<math>HIsdsadksad
 
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== sasdas ==
This is the list of offsets I've been using. These are the <b>Linux</b> offsets. <b>Windows offsets are 1 less.</b>
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</math>
 
 
== 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.
 
 
 
<b>Last Updated 28 April 2008</b>
 
 
 
<pre>
 
// Auto reconstructed from vtable block @ 0x00B446E0
 
// from "server_i486.so", by ida_vtables.idc
 
0 CGameRules::Name(void)
 
1 CBaseGameSystemPerFrame::Init(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::FrameUpdatePrePlayerRunCommand(void)
 
14 CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)
 
15 CGameRules::FrameUpdatePostEntityThink(void)
 
16 CBaseGameSystemPerFrame::PreClientUpdate(void)
 
17 CCSGameRules::_GetClassName(void)
 
18 CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
 
19 CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
 
20 CCSGameRules::ShouldCollide(int,int)
 
21 CCSGameRules::DefaultFOV(void)
 
22 CCSGameRules::GetViewVectors(void)const
 
23 CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int)
 
24 CGameRules::GetDamageMultiplier(void)
 
25 CMultiplayRules::IsMultiplayer(void)
 
26 CCSGameRules::GetEncryptionKey(void)
 
27 CCSGameRules::LevelShutdown(void)
 
28 CTeamplayRules::Precache(void)
 
29 CMultiplayRules::RefreshSkillData(bool)
 
30 CCSGameRules::Think(void)
 
31 CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)
 
32 CCSGameRules::EndGameFrame(void)
 
33 CGameRules::IsSkillLevel(int)
 
34 CGameRules::GetSkillLevel(void)
 
35 CGameRules::OnSkillLevelChanged(int)
 
36 CGameRules::SetSkillLevel(int)
 
37 CMultiplayRules::FAllowFlashlight(void)
 
38 CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *)
 
39 CMultiplayRules::IsDeathmatch(void)
 
40 CTeamplayRules::IsTeamplay(void)
 
41 CMultiplayRules::IsCoOp(void)
 
42 CCSGameRules::GetGameDescription(void)
 
43 CMultiplayRules::ClientConnected(edict_t *,char  const*,char  const*,char *,int)
 
44 CTeamplayRules::InitHUD(CBasePlayer *)
 
45 CCSGameRules::ClientDisconnected(edict_t *)
 
46 CCSGameRules::FlPlayerFallDamage(CBasePlayer *)
 
47 CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)
 
48 CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *)
 
49 CGameRules::GetAutoAimScale(CBasePlayer *)
 
50 CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)
 
51 CCSGameRules::RadiusDamage(CTakeDamageInfo  const&,Vector  const&,float,int,CBaseEntity *)
 
52 CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)
 
53 CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo  const&)
 
54 CCSGameRules::PlayerSpawn(CBasePlayer *)
 
55 CMultiplayRules::PlayerThink(CBasePlayer *)
 
56 CCSGameRules::FPlayerCanRespawn(CBasePlayer *)
 
57 CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)
 
58 CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *)
 
59 CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *)
 
60 CMultiplayRules::AllowAutoTargetCrosshair(void)
 
61 CCSGameRules::ClientCommand(char  const*,CBaseEntity *)
 
62 CCSGameRules::ClientSettingsChanged(CBasePlayer *)
 
63 CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *)
 
64 CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo  const&)
 
65 CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo  const&)
 
66 CGameRules::GetCustomKillString(CTakeDamageInfo  const&)
 
67 CGameRules::AdjustPlayerDamageInflicted(float)
 
68 CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)
 
69 CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *)
 
70 CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)
 
71 CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)
 
72 CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)
 
73 CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)
 
74 CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *)
 
75 CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *)
 
76 CMultiplayRules::ItemShouldRespawn(CItem *)
 
77 CMultiplayRules::FlItemRespawnTime(CItem *)
 
78 CMultiplayRules::VecItemRespawnSpot(CItem *)
 
79 CMultiplayRules::VecItemRespawnAngles(CItem *)
 
80 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int)
 
81 CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char  const*)
 
82 CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int)
 
83 CGameRules::GetAmmoQuantityScale(int)
 
84 CCSGameRules::InitDefaultAIRelationships(void)
 
85 CCSGameRules::AIClassText(int)
 
86 CMultiplayRules::FlHealthChargerRechargeTime(void)
 
87 CMultiplayRules::FlHEVChargerRechargeTime(void)
 
88 CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)
 
89 CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)
 
90 CTeamplayRules::GetTeamID(CBaseEntity *)
 
91 CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *)
 
92 CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *)
 
93 CTeamplayRules::GetTeamIndex(char  const*)
 
94 CTeamplayRules::GetIndexedTeamName(int)
 
95 CTeamplayRules::IsValidTeam(char  const*)
 
96 CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char  const*,bool,bool)
 
97 CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)
 
98 CCSGameRules::UpdateClientData(CBasePlayer *)
 
99 CCSGameRules::PlayTextureSounds(void)
 
100 CMultiplayRules::PlayFootstepSounds(CBasePlayer *)
 
101 CCSGameRules::FAllowNPCs(void)
 
102 CMultiplayRules::EndMultiplayerGame(void)
 
103 CGameRules::WeaponTraceEntity(CBaseEntity *,Vector  const&,Vector  const&,unsigned int,CGameTrace *)
 
104 CCSGameRules::CreateStandardEntities(void)
 
105 CCSGameRules::GetChatPrefix(bool,CBasePlayer *)
 
106 CCSGameRules::GetChatLocation(bool,CBasePlayer *)
 
107 CCSGameRules::GetChatFormat(bool,CBasePlayer *)
 
108 CGameRules::ShouldBurningPropsEmitLight(void)
 
109 CGameRules::InRoundRestart(void)
 
110 CGameRules::CanEntityBeUsePushed(CBaseEntity *)
 
111 CCSGameRules::CreateCustomNetworkStringTables(void)
 
112 CMultiplayRules::GetNextLevelName(char *,int)
 
113 CMultiplayRules::ChangeLevel(void)
 
114 CCSGameRules::GoToIntermission(void)
 
115 CCSGameRules::SetAllowWeaponSwitch(bool)
 
116 CCSGameRules::GetAllowWeaponSwitch(void)
 
 
117 std::bad_cast::~bad_cast()
 
117 std::bad_cast::~bad_cast()
  
 
</pre>
 
</pre>

Revision as of 16:31, 19 September 2008

No cast please. No abuse of noobs!<math>HIsdsadksad

sasdas

</math> 117 std::bad_cast::~bad_cast()