Difference between revisions of "CHL2 Player Offset List (Half-Life 2: Capture the Flag)"

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Also for use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
+
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>

Latest revision as of 09:33, 23 April 2008

Also for use when using virtual 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       CHL2_Player::~CHL2_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      CHL2_Player::GetServerClass()
11      CHL2_Player::GetClassName()
12      CHL2_Player::YouForgotToImplementOrDeclareServerClass()
13      CHL2_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      CHL2_Player::Spawn()
24      CHL2_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      CHL2_Player::OnTakeDamage(CTakeDamageInfo const&)
55      CBasePlayer::TakeHealth(float, int)
56      CBasePlayer::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      CBasePlayer::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      CBasePlayer::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      CBaseEntity::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     CBaseAnimating::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     CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
201     CHL2_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     CBaseCombatCharacter::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     CBasePlayer::CreateViewModel(int)
236     CHL2_Player::SetupVisibility(CBaseEntity*, unsigned char*, int)
237     CBasePlayer::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     CHL2_Player::PreThink()
246     CHL2_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     CHL2_Player::FlashlightIsOn()
262     CHL2_Player::FlashlightTurnOn()
263     CHL2_Player::FlashlightTurnOff()
264     CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
265     CBasePlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
266     CBasePlayer::DeathSound()
267     CBasePlayer::SetAnimation(PLAYER_ANIM)
268     CBasePlayer::ImpulseCommands()
269     CHL2_Player::CheatImpulseCommands(int)
270     CHL2_Player::ClientCommand(char const*)
271     CBasePlayer::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     CBasePlayer::EntSelectSpawnPoint()
286     CHL2_Player::GetInVehicle(IServerVehicle*, int)
287     CBasePlayer::LeaveVehicle(Vector const&, QAngle const&)
288     CBasePlayer::OnVehicleStart()
289     CBasePlayer::OnVehicleEnd(Vector&)
290     CHL2_Player::BumpWeapon(CBaseCombatWeapon*)
291     CBasePlayer::SelectLastItem()
292     CBasePlayer::SelectItem(char const*, int)
293     CHL2_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     CHL2_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()