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

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(CCSPlayer Offset List)
(CCSPlayer Offset List)
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For use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
 
For use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
  
This is the list of offsets I've been using. They work on Windows; however, I haven't tested them on Linux yet. [[User:Mani|Mani]] told me his values are the same on Windows and Linux, but I used this same table for manual hooks in SourceMM and the Linux vtable offsets were 1 greater than in Windows for that case.
+
This is the list of offsets I've been using. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
  
 
== The List ==
 
== The List ==

Revision as of 13:17, 10 April 2006

CCSPlayer 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.

0	CCSPlayer::~CCSPlayer()
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	CCSPlayer::GetServerClass()
10	CCSPlayer::GetClassName()
11	CCSPlayer::YouForgotToImplementOrDeclareServerClass()
12	CCSPlayer::GetDataDescMap()
13	"CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)"
14	"CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&)"
15	"CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*)"
16	"CBaseEntity::ShouldCollide(int, int) const"
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)
18	CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*)
19	CBasePlayer::UpdateTransmitState()
20	"CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool)"
21	CBasePlayer::GetTracerType()
22	CCSPlayer::Spawn()
23	CCSPlayer::Precache()
24	CBaseFlex::SetModel(char const*)
25	CBaseEntity::PostConstructor(char const*)
26	CBaseEntity::ParseMapData(CEntityMapData*)
27	"CBaseEntity::KeyValue(char const*, char const*)"
28	"CBaseEntity::KeyValue(char const*, float)"
29	"CBaseEntity::KeyValue(char const*, Vector)"
30	CBaseEntity::ValidateEntityConnections()
31	CBasePlayer::Activate()
32	CBasePlayer::ObjectCaps()
33	"CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)"
34	"CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&)"
35	CBasePlayer::DrawDebugGeometryOverlays()
36	CBaseAnimating::DrawDebugTextOverlays()
37	CBasePlayer::Save(ISave&)
38	CBasePlayer::Restore(IRestore&)
39	CBasePlayer::ShouldSavePhysics()
40	CBaseEntity::OnSave(IEntitySaveUtils*)
41	CBasePlayer::OnRestore()
42	CBasePlayer::RequiredEdictIndex()
43	CBaseEntity::MoveDone()
44	CBaseEntity::Think()
45	CBaseEntity::NetworkStateChanged_m_nNextThinkTick()
46	CBaseAnimating::GetBaseAnimating()
47	CBaseEntity::GetResponseSystem()
48	CBaseEntity::DispatchResponse(char const*)
49	CBasePlayer::Classify()
50	CBaseEntity::DeathNotice(CBaseEntity*)
51	CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
52	"CCSPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)"
53	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
54	CCSPlayer::OnTakeDamage(CTakeDamageInfo const&)
55	"CBasePlayer::TakeHealth(float, int)"
56	CCSPlayer::Event_Killed(CTakeDamageInfo const&)
57	CBaseEntity::Event_KilledOther(CBaseEntity*)
58	CBaseCombatCharacter::BloodColor()
59	CBaseEntity::IsTriggered(CBaseEntity*)
60	CBaseEntity::IsNPC() const
61	CBaseCombatCharacter::MyCombatCharacterPointer()
62	CBaseEntity::GetDelay()
63	CBaseEntity::IsMoving()
64	"CBaseEntity::DamageDecal(int, int)"
65	"CBaseEntity::DecalTrace(CGameTrace*, char const*)"
66	"CBaseEntity::ImpactTrace(CGameTrace*, int, char*)"
67	CBaseEntity::OnControls(CBaseEntity*)
68	CBaseEntity::HasTarget(string_t)
69	CBasePlayer::IsPlayer() const
70	CBasePlayer::IsNetClient() const
71	CBaseEntity::IsTemplate()
72	CBaseEntity::IsBaseObject() const
73	CBaseEntity::GetServerVehicle()
74	CBaseEntity::IsViewable()
75	CCSPlayer::ChangeTeam(int)
76	"CBaseEntity::OnEntityEvent(EntityEvent_t, void*)"
77	CBaseEntity::CanStandOn(CBaseEntity*) const
78	CBaseEntity::CanStandOn(edict_t*) const
79	CBaseEntity::GetEnemy()
80	CBaseEntity::GetEnemy() const
81	"CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)"
82	CBaseEntity::StartTouch(CBaseEntity*)
83	CBasePlayer::Touch(CBaseEntity*)
84	CBaseEntity::EndTouch(CBaseEntity*)
85	CBaseEntity::StartBlocked(CBaseEntity*)
86	CBaseEntity::Blocked(CBaseEntity*)
87	CBaseEntity::EndBlocked()
88	CBasePlayer::PhysicsSimulate()
89	CBasePlayer::UpdateOnRemove()
90	CBaseEntity::StopLoopingSounds()
91	CBaseEntity::SUB_AllowedToFade()
92	"CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)"
93	"CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)"
94	"CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)"
95	CBaseEntity::FireBullets(FireBulletsInfo_t const&)
96	"CBasePlayer::DoImpactEffect(CGameTrace&, int)"
97	CBaseEntity::Respawn()
98	CBaseEntity::IsLockedByMaster()
99	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
100	CBasePlayer::NetworkStateChanged_m_lifeState()
101	CBaseEntity::NetworkStateChanged_m_takedamage()
102	CBaseEntity::NetworkStateChanged_m_iMaxHealth()
103	CBaseEntity::NetworkStateChanged_m_iHealth()
104	CBaseEntity::GetDamageType() const
105	CBaseEntity::GetDamage()
106	CBaseEntity::SetDamage(float)
107	CBasePlayer::EyePosition()
108	CBasePlayer::EyeAngles()
109	CBasePlayer::LocalEyeAngles()
110	CBaseEntity::EarPosition()
111	"CBasePlayer::BodyTarget(Vector const&, bool)"
112	CBaseEntity::HeadTarget(Vector const&)
113	"CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const"
114	CBaseEntity::GetViewOffset()
115	CBasePlayer::GetSmoothedVelocity()
116	"CBaseAnimating::GetVelocity(Vector*, Vector*)"
117	"CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)"
118	"CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)"
119	CBaseEntity::CanBeSeen()
120	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
121	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
122	CBaseEntity::CanBePoweredUp()
123	"CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)"
124	CBaseEntity::GetGroundVelocityToApply(Vector&)
125	"CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)"
126	CBaseEntity::Splash()
127	CBaseEntity::WorldSpaceCenter() const
128	CBaseEntity::GetSoundEmissionOrigin() const
129	CBaseEntity::CreateVPhysics()
130	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
131	CBasePlayer::VPhysicsDestroyObject()
132	CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
133	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
134	"CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)"
135	CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject*)
136	"CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)"
137	"CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)"
138	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
139	"CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)"
140	CBaseEntity::HasPhysicsAttacker(float)
141	CBasePlayer::PhysicsSolidMaskForEntity() const
142	"CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)"
143	"CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)"
144	CBaseAnimating::GetStepOrigin() const
145	CBaseAnimating::GetStepAngles() const
146	CBaseEntity::ShouldDrawWaterImpacts()
147	CBaseEntity::NetworkStateChanged_m_fFlags()
148	CBasePlayer::NetworkStateChanged_m_hGroundEntity()
149	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
150	CBaseEntity::NetworkStateChanged_m_nWaterLevel()
151	CBasePlayer::NetworkStateChanged_m_flFriction()
152	CBaseEntity::NetworkStateChanged_m_vecVelocity()
153	CBasePlayer::NetworkStateChanged_m_vecViewOffset()
154	CBaseAnimating::GetIdealSpeed() const
155	CBaseAnimating::GetIdealAccel() const
156	CBaseAnimatingOverlay::StudioFrameAdvance()
157	CBaseAnimating::IsActivityFinished()
158	"CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)"
159	CBaseAnimating::BecomeRagdollOnClient(Vector const&)
160	CBaseAnimating::IsRagdoll()
161	CBaseAnimating::CanBecomeRagdoll()
162	"CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int)"
163	"CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)"
164	"CBaseAnimating::SetupBones(matrix3x4_t*, int)"
165	CBaseAnimating::CalculateIKLocks(float)
166	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
167	CBaseAnimating::HandleAnimEvent(animevent_t*)
168	"CBaseAnimating::GetAttachment(int, matrix3x4_t&)"
169	CBaseAnimating::InitBoneControllers()
170	CBaseAnimating::GetGroundSpeedVelocity()
171	"CBaseAnimating::DrawServerHitboxes(float, bool)"
172	"CBaseAnimating::Ignite(float, bool, float, bool)"
173	CBaseAnimating::Extinguish()
174	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*)
175	CBaseAnimating::SetLightingOrigin(CBaseEntity*)
176	CBaseFlex::SetViewtarget(Vector const&)
177	"CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)"
178	CBaseFlex::ProcessSceneEvents()
179	"CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)"
180	"CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)"
181	"CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)"
182	CBaseCombatCharacter::GetPhysicsImpactDamageTable()
183	CBaseCombatCharacter::FInViewCone(CBaseEntity*)
184	CBaseCombatCharacter::FInViewCone(Vector const&)
185	CBaseCombatCharacter::FInAimCone(CBaseEntity*)
186	CBaseCombatCharacter::FInAimCone(Vector const&)
187	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
188	CBaseCombatCharacter::FindMissTarget()
189	"CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)"
190	CBasePlayer::BodyAngles()
191	CBaseCombatCharacter::BodyDirection2D()
192	CBaseCombatCharacter::BodyDirection3D()
193	CBaseCombatCharacter::HeadDirection2D()
194	CBaseCombatCharacter::HeadDirection3D()
195	CBaseCombatCharacter::EyeDirection2D()
196	CBaseCombatCharacter::EyeDirection3D()
197	"CBaseCombatCharacter::GiveAmmo(int, int, bool)"
198	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
199	"CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)"
200	CCSPlayer::Weapon_CanUse(CBaseCombatWeapon*)
201	CCSPlayer::Weapon_Equip(CBaseCombatWeapon*)
202	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
203	"CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)"
204	"CCSPlayer::Weapon_Switch(CBaseCombatWeapon*, int)"
205	CBasePlayer::Weapon_ShootPosition()
206	CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*)
207	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
208	CBaseCombatCharacter::Weapon_GetSlot(int) const
209	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
210	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
211	CBaseCombatCharacter::CanBecomeServerRagdoll()
212	CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
213	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
214	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
215	"CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)"
216	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
217	CBaseCombatCharacter::GetDeathActivity()
218	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
219	CBaseCombatCharacter::CorpseFade()
220	CBaseCombatCharacter::HasHumanGibs()
221	CBaseCombatCharacter::HasAlienGibs()
222	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
223	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
224	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
225	CBasePlayer::Event_Dying()
226	"CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)"
227	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*)
228	"CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)"
229	"CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)"
230	CBaseCombatCharacter::PushawayTouch(CBaseEntity*)
231	CBaseCombatCharacter::IRelationType(CBaseEntity*)
232	CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
233	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
234	"CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)"
235	"CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)"
236	CBasePlayer::DoMuzzleFlash()
237	"CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)"
238	"CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)"
239	"CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)"
240	CBasePlayer::NetworkStateChanged_m_iAmmo()
241	CCSPlayer::CreateViewModel(int)
242	"CCSPlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)"
243	"CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const"
244	CBasePlayer::SharedSpawn()
245	CCSPlayer::InitialSpawn()
246	CBasePlayer::InitHUD()
247	"CCSPlayer::ShowViewPortPanel(char const*, bool, KeyValues*)"
248	CCSPlayer::PlayerDeathThink()
249	CBasePlayer::Jump()
250	CBasePlayer::Duck()
251	CCSPlayer::PreThink()
252	CCSPlayer::PostThink()
253	"CBasePlayer::DamageEffect(float, int)"
254	CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
255	CBasePlayer::ShouldFadeOnDeath()
256	CBasePlayer::IsFakeClient() const
257	CBasePlayer::GetPlayerMins() const
258	CBasePlayer::GetPlayerMaxs() const
259	"CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)"
260	CBasePlayer::PackDeadPlayerItems()
261	CCSPlayer::RemoveAllItems(bool)
262	CBasePlayer::IsRunning() const
263	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
264	"CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)"
265	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
266	CBasePlayer::UpdateClientData()
267	CBasePlayer::ExitLadder()
268	CCSPlayer::FlashlightIsOn()
269	CCSPlayer::FlashlightTurnOn()
270	CCSPlayer::FlashlightTurnOff()
271	"CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*)"
272	"CCSPlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)"
273	"CCSPlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)"
274	CCSPlayer::DeathSound()
275	CCSPlayer::SetAnimation(PLAYER_ANIM)
276	CBasePlayer::ImpulseCommands()
277	CCSPlayer::CheatImpulseCommands(int)
278	CCSPlayer::ClientCommand(char const*)
279	CBasePlayer::StartObserverMode(int)
280	CBasePlayer::StopObserverMode()
281	CBasePlayer::SetObserverMode(int)
282	CBasePlayer::GetObserverMode()
283	CBasePlayer::SetObserverTarget(CBaseEntity*)
284	CBasePlayer::ObserverUse(bool)
285	CBasePlayer::GetObserverTarget()
286	CBasePlayer::FindNextObserverTarget(bool)
287	CBasePlayer::IsValidObserverTarget(CBaseEntity*)
288	CBasePlayer::CheckObserverSettings()
289	"CBasePlayer::JumptoPosition(Vector const&, QAngle const&)"
290	CBasePlayer::ForceObserverMode(int)
291	CBasePlayer::ResetObserverMode()
292	"CCSPlayer::StartReplayMode(float, float, int)"
293	CCSPlayer::StopReplayMode()
294	CBasePlayer::GetDelayTicks()
295	CBasePlayer::GetReplayEntity()
296	CBasePlayer::CreateCorpse()
297	CCSPlayer::EntSelectSpawnPoint()
298	"CBasePlayer::GetInVehicle(IServerVehicle*, int)"
299	"CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)"
300	CBasePlayer::OnVehicleStart()
301	CBasePlayer::OnVehicleEnd(Vector&)
302	CCSPlayer::BumpWeapon(CBaseCombatWeapon*)
303	CBasePlayer::SelectLastItem()
304	"CBasePlayer::SelectItem(char const*, int)"
305	CBasePlayer::ItemPostFrame()
306	"CCSPlayer::GiveNamedItem(char const*, int)"
307	CBasePlayer::CheckTrainUpdate()
308	CBasePlayer::SetPlayerUnderwater(bool)
309	CBasePlayer::CanBreatheUnderwater() const
310	CBasePlayer::PlayerUse()
311	CBasePlayer::PlayUseDenySound()
312	CCSPlayer::FindUseEntity()
313	"CCSPlayer::IsUseableEntity(CBaseEntity*, unsigned int)"
314	"CBasePlayer::PickupObject(CBaseEntity*, bool)"
315	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
316	CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
317	CBasePlayer::UpdateGeigerCounter()
318	CBasePlayer::GetAutoaimVector(float)
319	"CBasePlayer::GetAutoaimVector(float, autoaim_params_t&)"
320	CBasePlayer::ShouldAutoaim()
321	CBasePlayer::ForceClientDllUpdate()
322	"CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)"
323	"CCSPlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)"
324	CBasePlayer::CanSpeak()
325	CCSPlayer::CanHearChatFrom(CBasePlayer*)
326	CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
327	"CBasePlayer::CheckChatText(char*, int)"
328	CBasePlayer::IsFollowingPhysics()
329	CCSPlayer::InitVCollision()
330	CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
331	CBasePlayer::EquipSuit()
332	CBasePlayer::CommitSuicide()
333	CBasePlayer::IsBot() const
334	CCSPlayer::SpawnArmorValue() const
335	CCSPlayer::NetworkStateChanged_m_ArmorValue()
336	CCSPlayer::IsBeingGivenItem() const
337	CCSPlayer::CSAnim_GetActiveWeapon()
338	CCSPlayer::CSAnim_CanMove()
339	"CCSPlayer::Blind(float, float, float)"
340	CCSPlayer::Cmd_Argc()
341	CCSPlayer::Cmd_Argv(int)