CHL2MP Player Offset List (SourceForts)

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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 07 July 2007

0	CHL2MP_Player::~CHL2MP_Player()
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	CBasePlayer::GetPredDescMap()
10	CHL2MP_Player::GetServerClass()
11	CHL2MP_Player::GetClassName()
12	CHL2MP_Player::YouForgotToImplementOrDeclareServerClass()
13	CHL2MP_Player::GetDataDescMap()
14	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
15	CHL2_Player::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	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
22	CBasePlayer::GetTracerType()
23	CHL2MP_Player::Spawn()
24	CHL2MP_Player::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	CHL2_Player::DrawDebugGeometryOverlays()
37	CBaseAnimating::DrawDebugTextOverlays()
38	CBasePlayer::Save(ISave &)
39	CBasePlayer::Restore(IRestore &)
40	CBasePlayer::ShouldSavePhysics()
41	CBaseEntity::OnSave(IEntitySaveUtils *)
42	CHL2_Player::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	CHL2_Player::Classify()
51	CBaseEntity::DeathNotice(CBaseEntity*)
52	CHL2_Player::PassesDamageFilter(CTakeDamageInfo  const&)
53	CBasePlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
54	CHL2MP_Player::OnTakeDamage(CTakeDamageInfo  const&)
55	CBasePlayer::TakeHealth(float,int)
56	CHL2MP_Player::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::IsViewable()
74	CHL2MP_Player::ChangeTeam(int)
75	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
76	CBaseEntity::CanStandOn(CBaseEntity*) const
77	CBaseEntity::CanStandOn(edict_t *) const
78	CBaseEntity::GetEnemy()
79	CBaseEntity::GetEnemy() const
80	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
81	CBaseEntity::StartTouch(CBaseEntity*)
82	CBasePlayer::Touch(CBaseEntity *)
83	CBaseEntity::EndTouch(CBaseEntity*)
84	CBaseEntity::StartBlocked(CBaseEntity*)
85	CBaseEntity::Blocked(CBaseEntity*)
86	CBaseEntity::EndBlocked()
87	CBasePlayer::PhysicsSimulate()
88	CHL2MP_Player::UpdateOnRemove()
89	CHL2_Player::StopLoopingSounds()
90	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
91	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
92	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
93	CHL2MP_Player::FireBullets(FireBulletsInfo_t  const&)
94	CBasePlayer::DoImpactEffect(CGameTrace &,int)
95	CBaseEntity::Respawn()
96	CBaseEntity::IsLockedByMaster()
97	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
98	CBasePlayer::NetworkStateChanged_m_lifeState()
99	CBaseEntity::NetworkStateChanged_m_takedamage()
100	CBaseEntity::NetworkStateChanged_m_iMaxHealth()
101	CBaseEntity::NetworkStateChanged_m_iHealth()
102	CBaseEntity::GetDamageType() const
103	CBaseEntity::GetDamage()
104	CBaseEntity::SetDamage(float)
105	CBasePlayer::EyePosition()
106	CBasePlayer::EyeAngles()
107	CBasePlayer::LocalEyeAngles()
108	CBaseEntity::EarPosition()
109	CBasePlayer::BodyTarget(Vector  const&,bool)
110	CBaseEntity::HeadTarget(Vector  const&)
111	CBaseEntity::GetVectors(Vector *,Vector *,Vector *) const
112	CBaseEntity::GetViewOffset()
113	CBasePlayer::GetSmoothedVelocity()
114	CBaseAnimating::GetVelocity(Vector *,Vector *)
115	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
116	CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
117	CBaseEntity::CanBeSeen()
118	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
119	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
120	CBaseEntity::CanBePoweredUp()
121	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
122	CBaseEntity::GetGroundVelocityToApply(Vector &)
123	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
124	CBaseEntity::Splash()
125	CBaseEntity::WorldSpaceCenter() const
126	CBaseEntity::GetSoundEmissionOrigin() const
127	CBaseEntity::CreateVPhysics()
128	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
129	CBasePlayer::VPhysicsDestroyObject()
130	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
131	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
132	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
133	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
134	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
135	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
136	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
137	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
138	CBaseEntity::HasPhysicsAttacker(float)
139	CBasePlayer::PhysicsSolidMaskForEntity() const
140	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
141	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
142	CBaseAnimating::GetStepOrigin() const
143	CBaseAnimating::GetStepAngles() const
144	CBaseEntity::ShouldDrawWaterImpacts()
145	CBaseEntity::NetworkStateChanged_m_fFlags()
146	CBasePlayer::NetworkStateChanged_m_hGroundEntity()
147	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
148	CBaseEntity::NetworkStateChanged_m_nWaterLevel()
149	CBasePlayer::NetworkStateChanged_m_flFriction()
150	CBaseEntity::NetworkStateChanged_m_vecVelocity()
151	CBasePlayer::NetworkStateChanged_m_vecViewOffset()
152	CBaseAnimating::GetIdealSpeed() const
153	CBaseAnimating::GetIdealAccel() const
154	CBaseAnimatingOverlay::StudioFrameAdvance()
155	CBaseAnimating::IsActivityFinished()
156	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
157	CHL2MP_Player::BecomeRagdollOnClient(Vector  const&)
158	CBaseAnimating::IsRagdoll()
159	CBaseAnimating::CanBecomeRagdoll()
160	CBaseAnimatingOverlay::GetSkeleton(Vector *,Quaternion *,int)
161	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
162	CBaseAnimating::SetupBones(matrix3x4_t *,int)
163	CBaseAnimating::CalculateIKLocks(float)
164	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
165	CBaseAnimating::HandleAnimEvent(animevent_t *)
166	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
167	CBaseAnimating::InitBoneControllers()
168	CBaseAnimating::GetGroundSpeedVelocity()
169	CBaseAnimating::DrawServerHitboxes(float,bool)
170	CBaseAnimating::Ignite(float,bool,float,bool)
171	CBaseAnimating::Extinguish()
172	CBaseCombatCharacter::SetLightingOrigin(CBaseEntity *)
173	CBaseFlex::SetViewtarget(Vector  const&)
174	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
175	CBaseFlex::ProcessSceneEvents()
176	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
177	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
178	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
179	CBaseCombatCharacter::GetPhysicsImpactDamageTable()
180	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
181	CBaseCombatCharacter::FInViewCone(Vector  const&)
182	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
183	CBaseCombatCharacter::FInAimCone(Vector  const&)
184	CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter *)
185	CBaseCombatCharacter::FindMissTarget()
186	CHL2_Player::HandleInteraction(int,void *,CBaseCombatCharacter *)
187	CBasePlayer::BodyAngles()
188	CBaseCombatCharacter::BodyDirection2D()
189	CBaseCombatCharacter::BodyDirection3D()
190	CBaseCombatCharacter::HeadDirection2D()
191	CBaseCombatCharacter::HeadDirection3D()
192	CHL2_Player::EyeDirection2D()
193	CHL2_Player::EyeDirection3D()
194	CHL2_Player::GiveAmmo(int,int,bool)
195	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
196	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
197	CHL2_Player::Weapon_CanUse(CBaseCombatWeapon *)
198	CHL2_Player::Weapon_Equip(CBaseCombatWeapon *)
199	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
200	CHL2MP_Player::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
201	CHL2MP_Player::Weapon_Switch(CBaseCombatWeapon *,int)
202	CBasePlayer::Weapon_ShootPosition()
203	CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
204	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
205	CBaseCombatCharacter::Weapon_GetSlot(int) const
206	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
207	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
208	CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
209	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
210	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
211	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
212	CHL2_Player::NotifyFriendsOfDamage(CBaseEntity *)
213	CBaseCombatCharacter::GetDeathActivity()
214	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
215	CBaseCombatCharacter::CorpseFade()
216	CBaseCombatCharacter::HasHumanGibs()
217	CBaseCombatCharacter::HasAlienGibs()
218	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
219	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
220	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
221	CBasePlayer::Event_Dying()
222	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
223	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
224	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
225	CBaseCombatCharacter::IRelationType(CBaseEntity *)
226	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
227	CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon *)
228	CHL2MP_Player::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
229	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
230	CBasePlayer::DoMuzzleFlash()
231	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
232	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
233	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
234	CBasePlayer::NetworkStateChanged_m_iAmmo()
235	CHL2MP_Player::CreateViewModel(int)
236	CHL2_Player::SetupVisibility(CBaseEntity *,unsigned char *,int)
237	CHL2MP_Player::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*) const
238	CBasePlayer::SharedSpawn()
239	CBasePlayer::InitialSpawn()
240	CBasePlayer::InitHUD()
241	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
242	CBasePlayer::PlayerDeathThink()
243	CBasePlayer::Jump()
244	CBasePlayer::Duck()
245	CHL2MP_Player::PreThink()
246	CHL2MP_Player::PostThink()
247	CBasePlayer::DamageEffect(float,int)
248	CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo  const&)
249	CBasePlayer::ShouldFadeOnDeath()
250	CBasePlayer::IsFakeClient()
251	CBasePlayer::GetPlayerMins() const
252	CBasePlayer::GetPlayerMaxs() const
253	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
254	CBasePlayer::PackDeadPlayerItems()
255	CBasePlayer::RemoveAllItems(bool)
256	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
257	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
258	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
259	CHL2_Player::UpdateClientData()
260	CHL2_Player::ExitLadder()
261	CHL2MP_Player::FlashlightIsOn()
262	CHL2MP_Player::FlashlightTurnOn()
263	CHL2MP_Player::FlashlightTurnOff()
264	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
265	CHL2MP_Player::PlayStepSound(Vector &,surfacedata_t *,float,bool)
266	CHL2MP_Player::DeathSound()
267	CHL2MP_Player::SetAnimation(PLAYER_ANIM)
268	CBasePlayer::ImpulseCommands()
269	CHL2MP_Player::CheatImpulseCommands(int)
270	CHL2MP_Player::ClientCommand(char  const*)
271	CHL2MP_Player::StartObserverMode(int)
272	CBasePlayer::StopObserverMode()
273	CBasePlayer::SetObserverMode(int)
274	CBasePlayer::GetObserverMode()
275	CBasePlayer::SetObserverTarget(CBaseEntity *)
276	CBasePlayer::ObserverUse(bool)
277	CBasePlayer::GetObserverTarget()
278	CBasePlayer::FindNextObserverTarget(bool)
279	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
280	CBasePlayer::CheckObserverSettings()
281	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
282	CBasePlayer::ForceObserverMode(int)
283	CBasePlayer::ResetObserverMode()
284	CHL2_Player::CreateCorpse()
285	CHL2MP_Player::EntSelectSpawnPoint()
286	CHL2_Player::GetInVehicle(IServerVehicle *,int)
287	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
288	CBasePlayer::OnVehicleStart()
289	CBasePlayer::OnVehicleEnd(Vector &)
290	CHL2MP_Player::BumpWeapon(CBaseCombatWeapon *)
291	CBasePlayer::SelectLastItem()
292	CBasePlayer::SelectItem(char  const*,int)
293	CHL2MP_Player::ItemPostFrame()
294	CBasePlayer::GiveNamedItem(char  const*,int)
295	CBasePlayer::CheckTrainUpdate()
296	CHL2_Player::SetPlayerUnderwater(bool)
297	CHL2_Player::CanBreatheUnderwater() const
298	CHL2_Player::PlayerUse()
299	CHL2_Player::PlayUseDenySound()
300	CBasePlayer::FindUseEntity()
301	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
302	CHL2MP_Player::PickupObject(CBaseEntity *,bool)
303	CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity *)
304	CHL2_Player::GetHeldObjectMass(IPhysicsObject *)
305	CBasePlayer::UpdateGeigerCounter()
306	CHL2_Player::GetAutoaimVector(float)
307	CBasePlayer::ShouldAutoaim()
308	CBasePlayer::ForceClientDllUpdate()
309	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
310	CHL2_Player::PlayerRunCommand(CUserCmd *,IMoveHelper *)
311	CBasePlayer::CanSpeak()
312	CBasePlayer::CanHearChatFrom(CBasePlayer*)
313	CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
314	CBasePlayer::CheckChatText(char *,int)
315	CHL2_Player::IsFollowingPhysics()
316	CHL2_Player::InitVCollision()
317	CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
318	CHL2_Player::EquipSuit()
319	CBasePlayer::IsBot()
320	CBasePlayer::NetworkStateChanged_m_ArmorValue()
321	CHL2_Player::CommanderMode()
322	CHL2_Player::GetIdleTime() const
323	CHL2_Player::GetMoveTime() const
324	CHL2_Player::GetLastDamageTime() const
325	CHL2_Player::IsDucking() const
326	CHL2_Player::Weapon_Lower()
327	CHL2_Player::Weapon_Ready()
328	CHL2_Player::IsHoldingEntity(CBaseEntity *)
329	CHL2_Player::UpdateWeaponPosture()