CDYSPlayer Offset List (Dystopia)

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Revision as of 16:00, 6 September 2006 by L. Duke (talk | contribs)
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Also for use when using VFunc 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.

Last Updated 09 Sept 2006

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