CDEagle Offset List (Counter-Strike: Source)

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Revision as of 10:58, 2 May 2008 by Your-name-here (talk | contribs) (New page: For use when using virtual offsets. This is a list of CDEagle Offsets. These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b> == The ...)
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For use when using virtual offsets.

This is a list of CDEagle 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.

Added May 2, 2008

// Auto reconstructed from vtable block @ 0x00B4BD00
// from "server_i486.so", by ida_vtables.idc
0	CDEagle::~CDEagle()
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	CDEagle::_GetClassName(void)
10	CDEagle::GetServerClass(void)
11	CDEagle::GetClassName(void)
12	CDEagle::YouForgotToImplementOrDeclareServerClass(void)
13	CWeaponCSBase::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	CBaseCombatWeapon::UpdateTransmitState(void)
21	CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)
22	CBaseEntity::GetTracerType(void)
23	CDEagle::Spawn(void)
24	CWeaponCSBase::Precache(void)
25	CBaseAnimating::SetModel(char  const*)
26	CBaseEntity::PostConstructor(char  const*)
27	CBaseEntity::PostClientActive(void)
28	CBaseEntity::ParseMapData(CEntityMapData *)
29	CWeaponCSBase::KeyValue(char  const*,char  const*)
30	CBaseEntity::KeyValue(char  const*,float)
31	CBaseEntity::KeyValue(char  const*,Vector)
32	CBaseCombatWeapon::Activate(void)
33	CBaseEntity::SetParent(CBaseEntity*,int)
34	CBaseCombatWeapon::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	CBaseAnimating::OnRestore(void)
44	CBaseEntity::RequiredEdictIndex(void)
45	CBaseEntity::MoveDone(void)
46	CBaseEntity::Think(void)
47	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void)
48	CBaseCombatWeapon::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	CBaseEntity::OnTakeDamage(CTakeDamageInfo  const&)
61	CBaseEntity::TakeHealth(float,int)
62	CBaseEntity::Event_Killed(CTakeDamageInfo  const&)
63	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
64	CBaseEntity::BloodColor(void)
65	CBaseEntity::IsTriggered(CBaseEntity*)
66	CBaseEntity::IsNPC(void)const
67	CBaseEntity::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	CBaseCombatWeapon::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	CBaseEntity::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	CBaseCombatWeapon::MakeTracer(Vector  const&,CGameTrace  const&,int)
101	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
102	CBaseEntity::DoImpactEffect(CGameTrace &,int)
103	CWeaponCSBase::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	CBaseEntity::GetDamage(void)
116	CBaseEntity::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	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
128	CBaseEntity::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	CWeaponCSBase::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	CBaseEntity::VPhysicsUpdate(IPhysicsObject *)
143	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
144	CBaseEntity::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	CBaseEntity::NetworkStateChanged_m_fFlags(void)
158	CBaseEntity::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	CBaseEntity::NetworkStateChanged_m_vecVelocity(void)
168	CBaseEntity::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	CBaseAnimating::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	CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
180	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
181	CBaseAnimating::SetupBones(matrix3x4_t *,int)
182	CBaseAnimating::CalculateIKLocks(float)
183	CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)
184	CBaseCombatWeapon::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	CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)
191	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
192	CWeaponCSBase::IsPredicted(void)const
193	CBaseCombatWeapon::GetSubType(void)
194	CBaseCombatWeapon::SetSubType(int)
195	CBaseCombatWeapon::Equip(CBaseCombatCharacter *)
196	CWeaponCSBase::Drop(Vector  const&)
197	CBaseCombatWeapon::UpdateClientData(CBasePlayer *)
198	CBaseCombatWeapon::IsAllowedToSwitch(void)
199	CWeaponCSBase::CanBeSelected(void)
200	CBaseCombatWeapon::VisibleInWeaponSelection(void)
201	CBaseCombatWeapon::HasAmmo(void)
202	CBaseCombatWeapon::SetPickupTouch(void)
203	CWeaponCSBase::DefaultTouch(CBaseEntity *)
204	CBaseCombatWeapon::ShouldDisplayHUDHint(void)
205	CBaseCombatWeapon::DisplayAltFireHudHint(void)
206	CBaseCombatWeapon::SetViewModelIndex(int)
207	CWeaponCSBase::SendWeaponAnim(int)
208	CBaseCombatWeapon::SendViewModelAnim(int)
209	CBaseCombatWeapon::SetViewModel(void)
210	CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void)
211	CBaseCombatWeapon::SetWeaponIdleTime(float)
212	CBaseCombatWeapon::GetWeaponIdleTime(void)
213	CBaseCombatWeapon::HasAnyAmmo(void)
214	CBaseCombatWeapon::HasPrimaryAmmo(void)
215	CBaseCombatWeapon::HasSecondaryAmmo(void)
216	CBaseCombatWeapon::CanHolster(void)
217	CWeaponCSBase::DefaultDeploy(char *,char *,int,char *)
218	CWeaponCSBase::CanDeploy(void)
219	CDEagle::Deploy(void)
220	CWeaponCSBase::Holster(CBaseCombatWeapon *)
221	CBaseCombatWeapon::GetLastWeapon(void)
222	CBaseCombatWeapon::SetWeaponVisible(bool)
223	CBaseCombatWeapon::IsWeaponVisible(void)
224	CBaseCombatWeapon::ReloadOrSwitchWeapons(void)
225	CBaseCombatWeapon::ItemPreFrame(void)
226	CWeaponCSBase::ItemPostFrame(void)
227	CBaseCombatWeapon::ItemBusyFrame(void)
228	CBaseCombatWeapon::ItemHolsterFrame(void)
229	CDEagle::WeaponIdle(void)
230	CBaseCombatWeapon::HandleFireOnEmpty(void)
231	CBaseCombatWeapon::IsWeaponZoomed(void)
232	CBaseCombatWeapon::CheckReload(void)
233	CBaseCombatWeapon::FinishReload(void)
234	CBaseCombatWeapon::AbortReload(void)
235	CDEagle::Reload(void)
236	CDEagle::PrimaryAttack(void)
237	CWeaponCSBase::SecondaryAttack(void)
238	CBaseCombatWeapon::GetPrimaryAttackActivity(void)
239	CBaseCombatWeapon::GetSecondaryAttackActivity(void)
240	CBaseCombatWeapon::GetDrawActivity(void)
241	CWeaponCSBase::GetDefaultAnimSpeed(void)
242	CBaseCombatWeapon::GetBulletType(void)
243	CWeaponCSBase::GetBulletSpread(void)
244	CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)
245	CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)
246	CBaseCombatWeapon::GetFireRate(void)
247	CBaseCombatWeapon::GetMinBurst(void)
248	CBaseCombatWeapon::GetMaxBurst(void)
249	CBaseCombatWeapon::GetMinRestTime(void)
250	CBaseCombatWeapon::GetMaxRestTime(void)
251	CBaseCombatWeapon::GetRandomBurst(void)
252	CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)
253	CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)
254	CBaseCombatWeapon::GetProficiencyValues(void)
255	CBaseCombatWeapon::GetMaxAutoAimDeflection(void)
256	CBaseCombatWeapon::StartSprinting(void)
257	CBaseCombatWeapon::StopSprinting(void)
258	CBaseCombatWeapon::GetDamage(float,int)
259	CBaseCombatWeapon::SetActivity(Activity,float)
260	CBaseCombatWeapon::AddViewKick(void)
261	CBaseCombatWeapon::GetDeathNoticeName(void)
262	CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *)
263	CWeaponCSBase::AddViewmodelBob(CBaseViewModel *,Vector &,QAngle &)
264	CWeaponCSBase::CalcViewmodelBob(void)
265	CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&)
266	CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&)
267	CBaseCombatWeapon::ShouldShowControlPanels(void)
268	CBaseCombatWeapon::CanBePickedUpByNPCs(void)
269	CWeaponCSBase::GetViewModel(int)const
270	CBaseCombatWeapon::GetWorldModel(void)const
271	CBaseCombatWeapon::GetAnimPrefix(void)const
272	CBaseCombatWeapon::GetMaxClip1(void)const
273	CBaseCombatWeapon::GetMaxClip2(void)const
274	CBaseCombatWeapon::GetDefaultClip1(void)const
275	CBaseCombatWeapon::GetDefaultClip2(void)const
276	CBaseCombatWeapon::GetWeight(void)const
277	CBaseCombatWeapon::AllowsAutoSwitchTo(void)const
278	CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const
279	CBaseCombatWeapon::GetWeaponFlags(void)const
280	CBaseCombatWeapon::GetSlot(void)const
281	CBaseCombatWeapon::GetPosition(void)const
282	CBaseCombatWeapon::GetName(void)const
283	CBaseCombatWeapon::GetPrintName(void)const
284	CBaseCombatWeapon::GetShootSound(int)const
285	CBaseCombatWeapon::GetRumbleEffect(void)const
286	CBaseCombatWeapon::UsesClipsForAmmo1(void)const
287	CBaseCombatWeapon::UsesClipsForAmmo2(void)const
288	CBaseCombatWeapon::GetEncryptionKey(void)
289	CBaseCombatWeapon::GetPrimaryAmmoType(void)const
290	CBaseCombatWeapon::GetSecondaryAmmoType(void)const
291	CBaseCombatWeapon::GetSpriteActive(void)const
292	CBaseCombatWeapon::GetSpriteInactive(void)const
293	CBaseCombatWeapon::GetSpriteAmmo(void)const
294	CBaseCombatWeapon::GetSpriteAmmo2(void)const
295	CBaseCombatWeapon::GetSpriteCrosshair(void)const
296	CBaseCombatWeapon::GetSpriteAutoaim(void)const
297	CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const
298	CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const
299	CBaseCombatWeapon::ActivityOverride(Activity,bool *)
300	CBaseCombatWeapon::ActivityList(void)
301	CBaseCombatWeapon::ActivityListCount(void)
302	CBaseCombatWeapon::FallInit(void)
303	CBaseCombatWeapon::FallThink(void)
304	CWeaponCSBase::Materialize(void)
305	CWeaponCSBase::CheckRespawn(void)
306	CBaseCombatWeapon::Delete(void)
307	CBaseCombatWeapon::Kill(void)
308	CBaseCombatWeapon::CapabilitiesGet(void)
309	CWeaponCSBase::IsRemoveable(void)
310	CBaseCombatWeapon::WeaponLOSCondition(Vector  const&,Vector  const&,bool)
311	CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float)
312	CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float)
313	CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float)
314	CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float)
315	CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *)
316	CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *)
317	CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool)
318	CWeaponCSBase::BulletWasFired(Vector  const&,Vector  const&)
319	CWeaponCSBase::ShouldRemoveOnRoundRestart(void)
320	CWeaponCSBase::DefaultReload(int,int,int)
321	CWeaponCSBase::IsAwp(void)const
322	CWeaponCSBase::GetMaxSpeed(void)const
323	CDEagle::GetWeaponID(void)const
324	CWeaponCSBase::IsSilenced(void)const
325	CWeaponCSBase::SetWeaponModelIndex(char  const*)
326	CWeaponCSBase::UpdateShieldState(void)
327	CWeaponCSBase::GetDeployActivity(void)
328	CWeaponCSBase::DefaultPistolReload(void)
329	CDEagle::UseDecrement(void)
330	std::bad_cast::~bad_cast()