CINSPlayer Offset List (Insurgency)

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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 07 January 2009

// Auto reconstructed from vtable block @ 0x006E6140
// from "server_i486.so", by ida_vtables.idc
0	CINSPlayer::~CINSPlayer()
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	CINSPlayer::_GetClassName(void)
10	CINSPlayer::GetServerClass(void)
11	CINSPlayer::GetClassName(void)
12	CINSPlayer::YouForgotToImplementOrDeclareServerClass(void)
13	CINSPlayer::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	CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
20	CBasePlayer::UpdateTransmitState(void)
21	CBasePlayer::SetTransmit(CCheckTransmitInfo *,bool)
22	CINSPlayer::Spawn(void)
23	CINSPlayer::Precache(void)
24	CBaseFlex::SetModel(char  const*)
25	CBaseEntity::PostConstructor(char  const*)
26	CBaseEntity::PostClientActive(void)
27	CBaseEntity::ParseMapData(CEntityMapData *)
28	CBaseEntity::KeyValue(char  const*,char  const*)
29	CBaseEntity::KeyValue(char  const*,float)
30	CBaseEntity::KeyValue(char  const*,Vector)
31	CBasePlayer::Activate(void)
32	CBaseEntity::SetParent(CBaseEntity*,int)
33	CBasePlayer::ObjectCaps(void)
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36	CBasePlayer::DrawDebugGeometryOverlays(void)
37	CBaseAnimating::DrawDebugTextOverlays(void)
38	CBasePlayer::Save(ISave &)
39	CBasePlayer::Restore(IRestore &)
40	CBasePlayer::ShouldSavePhysics(void)
41	CBaseEntity::OnSave(IEntitySaveUtils *)
42	CBasePlayer::OnRestore(void)
43	CBasePlayer::RequiredEdictIndex(void)
44	CBaseEntity::MoveDone(void)
45	CBaseEntity::Think(void)
46	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
48	CBaseAnimating::GetBaseAnimating(void)
49	CBasePlayer::Classify(void)
50	CBaseEntity::DeathNotice(CBaseEntity*)
51	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
52	CINSPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
53	CINSPlayer::OnTakeDamage(CTakeDamageInfo  const&)
54	CBaseEntity::TakeHealth(float,int)
55	CINSPlayer::Event_Killed(CTakeDamageInfo  const&)
56	CBasePlayer::BloodColor(void)
57	CBaseEntity::IsTriggered(CBaseEntity*)
58	CBaseEntity::GetDelay(void)
59	CBaseEntity::IsMoving(void)
60	CBaseEntity::DamageDecal(int,int)
61	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
62	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
63	CBaseEntity::OnControls(CBaseEntity*)
64	CBaseEntity::HasTarget(string_t)
65	CBasePlayer::IsPlayer(void)const
66	CBaseEntity::IsRagDoll(void)const
67	CBasePlayer::IsNetClient(void)const
68	CBaseEntity::IsTemplate(void)
69	CBaseEntity::IsBaseObject(void)const
70	CBaseEntity::GetServerVehicle(void)
71	CBaseEntity::IsViewable(void)
72	CBaseEntity::GetScorer(void)const
73	CBaseEntity::GetInflictorType(void)const
74	CBaseEntity::GetInflictorID(void)const
75	CBaseEntity::IsInflictorDistance(void)const
76	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
77	CBaseEntity::CanStandOn(CBaseEntity*)const
78	CBaseEntity::CanStandOn(edict_t *)const
79	CBaseEntity::GetEnemy(void)
80	CBaseEntity::GetEnemy(void)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(void)
88	CBasePlayer::PhysicsSimulate(void)
89	CINSPlayer::UpdateOnRemove(void)
90	CBaseEntity::StopLoopingSounds(void)
91	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
92	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
93	CBaseEntity::DoImpactEffect(CGameTrace &,int)
94	CBaseEntity::Respawn(void)
95	CBaseEntity::IsLockedByMaster(void)
96	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
97	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
98	CBasePlayer::NetworkStateChanged_m_iHealth(void)
99	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
100	CBasePlayer::NetworkStateChanged_m_lifeState(void)
101	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
102	CBaseEntity::NetworkStateChanged_m_takedamage(void)
103	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
104	CBaseEntity::GetDamageType(void)const
105	CBaseEntity::GetDamage(void)
106	CBaseEntity::SetDamage(float)
107	CBasePlayer::EyePosition(void)
108	CBasePlayer::EyeAngles(void)
109	CBasePlayer::LocalEyeAngles(void)
110	CBaseEntity::EarPosition(void)
111	CBasePlayer::BodyTarget(Vector  const&,bool)
112	CBaseEntity::HeadTarget(Vector  const&)
113	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
114	CBaseEntity::GetViewOffset(void)
115	CBasePlayer::GetSmoothedVelocity(void)
116	CBaseAnimating::GetVelocity(Vector *,Vector *)
117	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
118	CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
119	CBaseEntity::CanBeSeen(void)
120	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
121	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
122	CBaseEntity::GetGroundVelocityToApply(Vector &)
123	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
124	CBaseEntity::Splash(void)
125	CBaseEntity::WorldSpaceCenter(void)const
126	CBaseEntity::GetSoundEmissionOrigin(void)const
127	CBaseEntity::CreateVPhysics(void)
128	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
129	CBasePlayer::VPhysicsDestroyObject(void)
130	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
131	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
132	CBasePlayer::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(void)const
140	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
141	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
142	CBaseAnimating::GetStepOrigin(void)const
143	CBaseAnimating::GetStepAngles(void)const
144	CBaseEntity::NetworkStateChanged_m_fFlags(void)
145	CBaseEntity::NetworkStateChanged_m_fFlags(void *)
146	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
147	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
148	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
149	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
150	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
151	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
152	CBasePlayer::NetworkStateChanged_m_flFriction(void)
153	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
154	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
155	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
156	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
157	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
158	CBaseAnimating::GetIdealSpeed(void)const
159	CBaseAnimating::GetIdealAccel(void)const
160	CBaseAnimatingOverlay::StudioFrameAdvance(void)
161	CBaseAnimating::IsActivityFinished(void)
162	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
163	CINSPlayer::BecomeRagdollOnClient(Vector  const&)
164	CBaseAnimating::IsRagdoll(void)
165	CINSPlayer::CanBecomeRagdoll(void)
166	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
167	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
168	CBaseAnimating::SetupBones(matrix3x4_t *,int)
169	CBaseAnimating::CalculateIKLocks(float)
170	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
171	CBaseAnimating::HandleAnimEvent(animevent_t *)
172	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
173	CBaseAnimating::InitBoneControllers(void)
174	CBaseAnimating::GetGroundSpeedVelocity(void)
175	CBaseAnimating::Ignite(float,float,bool)
176	CBaseAnimating::Extinguish(void)
177	CBasePlayer::SetLightingOriginRelative(CBaseEntity *)
178	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
179	CBaseFlex::SetViewtarget(Vector  const&)
180	CBasePlayer::CreateViewModel(void)
181	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
182	CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd  const*,CBitVec<2048>  const*)const
183	CINSPlayer::SharedSpawn(void)
184	CINSPlayer::InitialSpawn(void)
185	CBasePlayer::InitHUD(void)
186	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
187	CBasePlayer::PlayerDeathThink(void)
188	CINSPlayer::FinishDeathThink(void)
189	CINSPlayer::PreThink(void)
190	CINSPlayer::PostThink(void)
191	CINSPlayer::DamageEffect(float,int)
192	CINSPlayer::CalcDamageForceVector(CTakeDamageInfo  const&)
193	CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
194	CBasePlayer::BodyAngles(void)
195	CBasePlayer::BodyDirection2D(void)
196	CBasePlayer::BodyDirection3D(void)
197	CBasePlayer::HeadDirection2D(void)
198	CBasePlayer::HeadDirection3D(void)
199	CBasePlayer::EyeDirection2D(void)
200	CBasePlayer::EyeDirection3D(void)
201	CBasePlayer::FInViewCone(CBaseEntity *)
202	CBasePlayer::FInViewCone(Vector  const&)
203	CBasePlayer::FInAimCone(CBaseEntity *)
204	CBasePlayer::FInAimCone(Vector  const&)
205	CINSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
206	CINSPlayer::Event_Dying(void)
207	CBasePlayer::IsFakeClient(void)const
208	CBasePlayer::UpdateName(void)
209	CINSPlayer::GetPlayerMins(void)const
210	CINSPlayer::GetPlayerMaxs(void)const
211	CINSPlayer::CalcViewRoll(QAngle &)
212	CINSPlayer::RemoveAllItems(void)
213	CBasePlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
214	CBasePlayer::Weapon_ShootPosition(void)
215	CINSPlayer::Weapon_Equip(CBaseCombatWeapon *)
216	CINSPlayer::Weapon_CanUse(CBaseCombatWeapon *)
217	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,bool)
218	CBasePlayer::Weapon_SwitchToNext(void)
219	CINSPlayer::Weapon_CanDrop(CBaseCombatWeapon *)const
220	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,bool,bool,Vector  const*)
221	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
222	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
223	CINSPlayer::GetNextBestWeapon(CBaseCombatWeapon *)
224	CBasePlayer::RemoveWeapon(CBaseCombatWeapon *)
225	CINSPlayer::RemovedWeapon(CBaseCombatWeapon *)
226	CINSPlayer::RemoveAllWeapons(void)
227	CINSPlayer::UpdateClientData(void)
228	CBasePlayer::ExitLadder(void)
229	CBasePlayer::FlashlightIsOn(void)
230	CBasePlayer::FlashlightTurnOn(void)
231	CBasePlayer::FlashlightTurnOff(void)
232	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
233	CINSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
234	CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
235	CBasePlayer::SetAnimation(PLAYER_ANIM)
236	CINSPlayer::ImpulseCommands(int)
237	CBasePlayer::CheatImpulseCommands(int)
238	CINSPlayer::ClientCommand(char  const*)
239	CINSPlayer::StartObserverMode(int)
240	CBasePlayer::StopObserverMode(void)
241	CINSPlayer::SetObserverMode(int)
242	CBasePlayer::GetObserverMode(void)
243	CBasePlayer::SetObserverTarget(CBaseEntity *)
244	CBasePlayer::ObserverUse(bool)
245	CBasePlayer::GetObserverTarget(void)
246	CBasePlayer::FindNextObserverTarget(bool)
247	CBasePlayer::GetNextObserverSearchStartPoint(bool)
248	CINSPlayer::IsValidObserverTarget(CBaseEntity *)
249	CINSPlayer::CheckObserverSettings(void)
250	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
251	CBasePlayer::ForceObserverMode(int)
252	CBasePlayer::ResetObserverMode(void)
253	CBasePlayer::StartReplayMode(float,float,int)
254	CBasePlayer::StopReplayMode(void)
255	CBasePlayer::GetDelayTicks(void)
256	CBasePlayer::GetReplayEntity(void)
257	CBasePlayer::GetInVehicle(IServerVehicle *,int)
258	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
259	CBasePlayer::OnVehicleStart(void)
260	CBasePlayer::OnVehicleEnd(Vector &)
261	CINSPlayer::BumpWeapon(CBaseCombatWeapon *,bool)
262	CBasePlayer::SelectLastItem(void)
263	CBasePlayer::SelectItem(int)
264	CBasePlayer::ItemPostFrame(void)
265	CBasePlayer::SetPlayerUnderwater(bool)
266	CBasePlayer::CanBreatheUnderwater(void)const
267	CBasePlayer::PlayerUse(void)
268	CBasePlayer::PlayUseDenySound(void)
269	CBasePlayer::FindUseEntity(void)
270	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)
271	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
272	CBasePlayer::ForceClientDllUpdate(void)
273	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
274	CINSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
275	CBasePlayer::DoMuzzleFlash(void)
276	CINSPlayer::NoteWeaponFired(void)
277	CINSPlayer::IsProned(void)const
278	CINSPlayer::IsCrouched(void)const
279	CINSPlayer::IsStanding(void)const
280	CINSPlayer::ChangeTeam(int)
281	CINSPlayer::GetTeamID(void)const
282	CBasePlayer::GetPhysicsImpactDamageTable(void)
283	CBasePlayer::IsFollowingPhysics(void)
284	CBasePlayer::PushawayTouch(CBaseEntity *)
285	CBasePlayer::InitVCollision(void)
286	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
287	CBasePlayer::GetStat(int)const
288	CINSPlayer::CommitSuicide(void)
289	CBasePlayer::IsBot(void)const
290	CBasePlayer::CalcViewModelView(Vector  const&,QAngle  const&)
291	CINSPlayer::ApplyPlayerView(Vector &,QAngle &,float &)
292	CINSPlayer::UpdateCollisionBounds(void)
293	CINSPlayer::INSAnim_GetActiveWeapon(void)
294	CINSPlayer::INSAnim_GetPlayerFlags(void)
295	CINSPlayer::INSAnim_InStanceTransition(void)
296	CINSPlayer::INSAnim_CurrentStance(void)
297	CINSPlayer::INSAnim_LastStance(void)
298	CINSPlayer::INSAnim_OldStance(void)
299	CINSPlayer::INSAnim_LeaningType(void)
300	CINSPlayer::AddWeapon(int,int,int)
301	CINSPlayer::GetScorer(void)
302	CINSPlayer::GetDeathMenuType(void)const