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>')
(Undo revision 6230 by Matt29addai (Talk))
Line 1: Line 1:
No cast please. No abuse of noobs!<math>HIsdsadksad
+
For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
== sasdas ==
+
 
</math>
+
This is the list of offsets I've been using. These are the <b>Linux</b> offsets. <b>Windows offsets are 1 less.</b>
 +
 
 +
== 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 20:06, 20 September 2008

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 28 April 2008

// 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()