Sourcemod Resources: Difference between revisions

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{{Sitenav|Sourcemod Resources}}
[[Category:Developer_Resources]]
{{Abandoned}}
<div align="center">{{Note|This article is current for version '''2.25b'''}}</div>
{{SitenavNested|:Category:Developer_Resources|Developer Resources}}


==Empires 2.12 Indexes==
==Indexes==
===Vehicles===
===Vehicles===
<pre>
<pre>//These values are returned by the m_iChassis offset of the netclass CEmpTank
//These values are returned by the m_iChassis offset of the netclass CEmpTank
//Found By Theowningone
//Found By Theowningone
0 "NF Jeep"
0 "NF Jeep"
Line 12: Line 14:
4 "NF Heavy Tank"
4 "NF Heavy Tank"
5 "NF Arty Tank"
5 "NF Arty Tank"
6 "Imperial Jeep"
6 "BE Jeep"
7 "Imperial APC"
7 "BE APC"
8 "Imperial AFV"
8 "BE AFV"
9 "Imperial Med Tank"
9 "BE Med Tank"
10 "Imperial Heavy Tank"
10 "BE Heavy Tank"
11 "Imperial Arty Tank"
11 "BE Arty Tank"
12 "Imperial Commander"
12 "BE Commander"
13 "NF Commander"
13 "NF Commander"</pre>
</pre>


===Vehicle Weapons===
===Vehicle Weapons===
<pre>
<pre>//These values are returned by the m_iWeapon offset of the netclass CEmpTankTurret
//These values are returned by the m_iWeapon offset of the netclass CEmpTankTurret
//Found By Theowningone
//Found By Theowningone
0 "Standard Machine Gun"
0 "Standard Machine Gun"
1 "Bio Machine Gun"
1 "Bio Machine Gun"    
2 ".50 Caliber Medium Machine Gun"
2 ".50 Cal Medium MG"  
3 ".50 Caliber Heavy Machine Gun"
3 ".50 Cal Heavy MG"  
4 "Anti-Tank Machine Gun"
4 "Depleted Uranium MG"  
5 "Anti-Tank Heavy Machine Gun"
5 "Depleted Uranium HMG"
6 "Chain Gun"
6 "Chain Gun"  
7 "Medium Chain Gun"
7 "Medium Chain Gun"  
8 "Plasma Machine Gun"
8 "Plasma Machine Gun"
9 "HE MG"
9 "High Explosive MG"  
10 "Standard Cannon"
10 "Standard Cannon"    
11 "Ranged Cannon"
11 "Ranged Cannon"
12 "High Explosive Cannon"
12 "High Explosive Cannon"
13 "Plasma Cannon"
13 "Plasma Cannon"
14 "Rail Gun"
14 "Rail Gun"  
15 "smallArtilleryCannon"
15 "Small Artillery Cannon"    
16 "medArtilleryCannon"
16 "Medium Artillery Cannon"    
17 "High Explosive Artillery"
17 "High Explosive Artillery"  
18 "Ranged Artillery Cannon"
18 "Ranged Artillery Cannon"    
19 "singleMissileLauncher"
19 "Standard ML"  
20 "Upgraded Missile Launcher"
20 "Upgraded ML"  
21 "Biological Warhead"
21 "Biological Warhead"
22 "Nuclear Warhead"
22 "HIT Missile"  
23 "salvoMissileLauncher"
23 "Salvo Missile Launcher"    
24 "guidedMissileLauncher"
24 "Guided Missile Launcher"    
25 "Upgraded Guided ML"
25 "Upgraded Guided ML"
26 "homingMissileLauncher"
26 "Homing Missile Launcher"    
27 "Upgraded Homing Missile Launcher"
27 "Upgraded Homing ML"
28 "salvoHomingMissileLauncher"
28 "Salvo Homing ML"    
29 "grenadeLauncher"
29 "Grenade Launcher"  
30 "Upgraded Grenade Launcher"
30 "Upgraded Grenade Launcher"  
31 "smallBombBay"
31 "Small Bomb Bay"    
32 "largeBombBay"
32 "Large Bomb Bay"</pre>
</pre>


===Research===
===Research===
<pre>
<pre>//These values are returned by the Multiple Offsets of the netclass CResearchResource
//These values are returned by the Multiple Offsets of the netclass CResearchResource
//Found By Theowningone
//Found By Theowningone
1 "Physics"
0 "None"
2 "Superheated Material Physics"
1 "Physics"
3 "Plasma Cannon Projectile"
2 "Superheated Material Physics"
4 "Plasma Bullet Projectile"
3 "Plasma Cannon Projectile"
5 "Projectile Physics"
4 "Plasma Bullet Projectile"
6 "Reflective Armor"
5 "Projectile Physics"
7 "Extended Range Cannon"
6 "Reflective Armor"
8 "Heavy Caliber Machine Gun"
7 "Extended Range Cannon"
9 "Nuclear Fission"
8 "Heavy Caliber Machine Gun"
10 "Fission Reactor"
9 "Nuclear Fission"
11 "Nuclear Warhead"
10 "Fission Reactor"
12 "Chemistry"
11 "HIT Warhead"
13 "Improved Flagration Compounds"
12 "Chemistry"
14 "Explosive Tipped Bullets"
13 "Improved Flagration Compounds"
15 "Improved Detonation Compounds"
14 "Explosive Tipped Bullets"
16 "Upgraded Grenades"
15 "Improved Detonation Compounds"
17 "Explosive Shells"
16 "Upgraded Grenades"
18 "Improved Warhead Compounds"
17 "Explosive Shells"
19 "Upgraded Missile Warhead"
18 "Improved Warhead Compounds"
20 "Upgraded Grenadier RPG"
19 "Upgraded Missile Warhead"
21 "Advanced Grenadier RPG"
20 "Improved Heat Transfer Fluids"
22 "Improved Heat Transfer Fluids"
21 "Advanced Coolant Engine"
23 "Advanced Coolant Engine"
22 "Absorbant Armor"
24 "Absorbant Materials"
23 "Mechanical Engineering"
25 "Absorbant Armor"
24 "Upgraded Chassis"
26 "Mechanical Engineering"
25 "Medium Tank Chassis"
27 "Upgraded Chassis"
26 "Artillery Tank Chassis"
28 "Medium Tank Chassis"
27 "Advanced Chassis"
29 "Advanced Chassis"
28 "Heavy Tank Chassis"
30 "Heavy Tank Chassis"
29 "Advanced Machining"
31 "Artillery Tank Chassis"
30 "Composite Armor"
32 "Advanced Machining"
31 "Gas Turbine Engine"
33 "Composite Armor"
32 "Electrical Engineering"
34 "Gas Turbine Engine"
33 "Advanced Magnet Research"
35 "Electrical Engineering"
34 "Rail Gun"
36 "Advanced Magnet Research"
35 "3 Phase Electric Motor"
37 "Rail Gun"
36 "Reactive Armor"
38 "3 Phase Electric Motor"
37 "Tracking Systems"
39 "Reactive Armor"
38 "Homing Missiles"
40 "Tracking Systems"
39 "Guided Missiles"
41 "Homing Missiles"
40 "Upgraded Turrets Lvl 2"
42 "Guided Missiles"
41 "Upgraded Turrets Lvl 3"
43 "Upgraded Turrets Lvl 2"
42 "Biology"
44 "Upgraded Turrets Lvl 3"
43 "Regenerative Armor"
45 "Improved Detonators"
44 "Bio Diesel Engine"
46 "Biology"
45 "Biological Weaponry"
47 "Regenerative Armor"
46 "Biological Warhead"
48 "Bio Diesel Engine"
47 "Biological Projectile"</pre>
49 "Biological Weaponry"
50 "Biological Warhead"
51 "Biological Projectile"
</pre>


===Vehicle Armor===
===Vehicle Armor===
<pre>
<pre>//These values are found in Multiple Offsets of the netclass CEmpTank
//These values are found in Multiple Offsets of the netclass CEmpTank
//Found By Theowningone
//Found By Theowningone
offset+0 "Front"
offset+0 "Front"
offset+4 "Back"
offset+4 "Back"
offset+8 "Left"
offset+8 "Left"
offset+12 "Right"
offset+12 "Right"</pre>
</pre>


===Player Classes===
===Player Classes===
<pre>
<pre>//These values are found in m_iEmpClass of the netclass CSDKPlayer
//These values are found in m_iEmpClass of the netclass CSDKPlayer
//Found By Theowningone
//Found By Theowningone
0 "Scout"
0 "Scout"
Line 137: Line 128:
3 "Engineer"
3 "Engineer"
4 "Unknown(Never Appears)"
4 "Unknown(Never Appears)"
5 "None/Spectator"
5 "None/Spectator"</pre>
</pre>


===Squads===
<pre>//These values are found in m_iSquad of the netclass CPlayerResource
//Found By Theowningone
0 "None"
1 "Alpha"
2 "Bravo"
3 "Charlie"
4 "Delta"
5 "Echo"
6 "Foxtrot"
7 "Golf"
8 "Hotel"
9 "India"
10 "Juliet"
11 "Kilo"
12 "Lima"
13 "Mike"
14 "November"
15 "Oscar"
16 "Papa"
17 "Quebec"
18 "Romeo"
19 "Sierra"
20 "Tango"
21 "Uniform"
22 "Victor"
23 "Whiskey"
24 "X-Ray"
25 "Yankee"
26 "Zulu"</pre>
===Teams===
<pre>0 Unassigned
1 Spectator
2 Northern Faction
3 Brenodi Empire</pre>


==Empires 2.2 Indexes==
==Virtual Offsets==
Coming Soon!!
[http://theowningone.info/files/empires.voffsets.2.25.txt Virtual Offsets v2.25 @ theowningone.info]


==GameData==
Found by Recon and Theowningone.  To use, put in gamedata folder.<br />
[http://theowningone.info/files/core.games.txt core.games.txt @ theowningone.info]<br />
[http://theowningone.info/files/sdktools.games.ep2.txt sdktools.games.ep2.txt @ theowningone.info]


==Virtual Offsets==
==Dump files==
===Empires 2.12 Offsets===
===Datamaps===
<pre>
[http://theowningone.info/files/empires.datamaps.2.25.txt Datamaps v2.25 @ theowningone.info]
// Auto reconstructed from vtable block @ 0x0090C900
// from "server_i486.so", by ida_vtables.idc
// These are windows offsets, To get the linux offset add 1
0 CSDKPlayer::~CSDKPlayer()
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 CSDKPlayer::_GetClassName(void)
10 CSDKPlayer::GetServerClass(void)
11 CSDKPlayer::GetClassName(void)
12 CSDKPlayer::YouForgotToImplementOrDeclareServerClass(void)
13 CBasePlayer::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 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
22 CBasePlayer::GetTracerType(void)
23 CSDKPlayer::Spawn(void)
24 CSDKPlayer::Precache(void)
25 CBaseFlex::SetModel(char  const*)
26 CBaseEntity::PostConstructor(char  const*)
27 CBaseEntity::PostClientActive(void)
28 CBaseEntity::ParseMapData(CEntityMapData *)
29 CBaseEntity::KeyValue(char  const*,char  const*)
30 CBaseEntity::KeyValue(char  const*,float)
31 CBaseEntity::KeyValue(char  const*,Vector)
32 CBasePlayer::Activate(void)
33 CBaseEntity::SetParent(CBaseEntity*,int)
34 CBaseEntity::SetParentTemporary(CBaseEntity*,int)
35 CBasePlayer::ObjectCaps(void)
36 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
37 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
38 CBasePlayer::DrawDebugGeometryOverlays(void)
39 CBaseAnimating::DrawDebugTextOverlays(void)
40 CBasePlayer::Save(ISave &)
41 CBasePlayer::Restore(IRestore &)
42 CBasePlayer::ShouldSavePhysics(void)
43 CBaseEntity::OnSave(IEntitySaveUtils *)
44 CBasePlayer::OnRestore(void)
45 CBasePlayer::RequiredEdictIndex(void)
46 CBaseEntity::MoveDone(void)
47 CBaseEntity::Think(void)
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
50 CBaseAnimating::GetBaseAnimating(void)
51 CBaseEntity::GetResponseSystem(void)
52 CBaseEntity::DispatchResponse(char  const*)
53 CBasePlayer::Classify(void)
54 CBaseEntity::DeathNotice(CBaseEntity*)
55 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
56 CBaseEntity::GetAutoAimRadius(void)
57 CBaseEntity::GetAutoAimCenter(void)
58 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
59 CSDKPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61 CSDKPlayer::OnTakeDamage(CTakeDamageInfo  const&)
62 CBasePlayer::TakeHealth(float,int)
63 CSDKPlayer::Event_Killed(CTakeDamageInfo  const&)
64 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
65 CBaseCombatCharacter::BloodColor(void)
66 CBaseEntity::IsTriggered(CBaseEntity*)
67 CBaseEntity::IsNPC(void)const
68 CBaseCombatCharacter::MyCombatCharacterPointer(void)
69 CBaseEntity::GetDelay(void)
70 CBaseEntity::IsMoving(void)
71 CBaseEntity::DamageDecal(int,int)
72 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
73 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
74 CBaseEntity::OnControls(CBaseEntity*)
75 CBaseEntity::HasTarget(string_t)
76 CBasePlayer::IsPlayer(void)const
77 CBaseEntity::IsVehicle(void)const
78 CBaseEntity::IsAircraft(void)const
79 CBaseEntity::IsBuilding(void)const
80 CBasePlayer::IsNetClient(void)
81 CBaseEntity::IsTemplate(void)
82 CBaseEntity::IsBaseObject(void)const
83 CBaseEntity::GetServerVehicle(void)
84 CBaseEntity::IsViewable(void)
85 CSDKPlayer::ChangeTeam(int)
86 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
87 CBaseEntity::CanStandOn(CBaseEntity*)const
88 CBaseEntity::CanStandOn(edict_t *)const
89 CBaseEntity::GetEnemy(void)
90 CBaseEntity::GetEnemy(void)const
91 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
92 CBaseEntity::StartTouch(CBaseEntity*)
93 CBasePlayer::Touch(CBaseEntity *)
94 CBaseEntity::EndTouch(CBaseEntity*)
95 CBaseEntity::StartBlocked(CBaseEntity*)
96 CBaseEntity::Blocked(CBaseEntity*)
97 CBaseEntity::EndBlocked(void)
98 CBasePlayer::PhysicsSimulate(void)
99 CBasePlayer::UpdateOnRemove(void)
100 CBaseEntity::StopLoopingSounds(void)
101 CBaseEntity::SUB_AllowedToFade(void)
102 CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
103 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
104 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
105 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
106 CBasePlayer::DoImpactEffect(CGameTrace &,int)
107 CBaseEntity::Respawn(void)
108 CBaseEntity::IsLockedByMaster(void)
109 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
110 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
111 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
112 CBasePlayer::NetworkStateChanged_m_iHealth(void)
113 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
114 CBasePlayer::NetworkStateChanged_m_lifeState(void)
115 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
116 CBaseEntity::NetworkStateChanged_m_takedamage(void)
117 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
118 CBaseEntity::GetDamageType(void)const
119 CBaseEntity::GetDamage(void)
120 CBaseEntity::SetDamage(float)
121 CBasePlayer::EyePosition(void)
122 CBasePlayer::EyeAngles(void)
123 CBasePlayer::LocalEyeAngles(void)
124 CBaseEntity::EarPosition(void)
125 CBasePlayer::BodyTarget(Vector  const&,bool)
126 CBaseEntity::HeadTarget(Vector  const&)
127 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
128 CBaseEntity::GetViewOffset(void)
129 CBasePlayer::GetSmoothedVelocity(void)
130 CBaseAnimating::GetVelocity(Vector *,Vector *)
131 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
132 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
133 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
134 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
135 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
136 CBaseEntity::CanBePoweredUp(void)
137 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)
138 CBaseEntity::GetGroundVelocityToApply(Vector &)
139 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
140 CBaseEntity::Splash(void)
141 CBaseEntity::WorldSpaceCenter(void)const
142 CBaseEntity::GetSoundEmissionOrigin(void)const
143 CBaseEntity::CreateVPhysics(void)
144 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
145 CBasePlayer::VPhysicsDestroyObject(void)
146 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
147 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
148 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
149 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
150 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
151 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
152 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
153 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
154 CBaseEntity::HasPhysicsAttacker(float)
155 CBasePlayer::PhysicsSolidMaskForEntity(void)const
156 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
157 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
158 CBaseAnimating::GetStepOrigin(void)const
159 CBaseAnimating::GetStepAngles(void)const
160 CBaseEntity::ShouldDrawWaterImpacts(void)
161 CBaseEntity::NetworkStateChanged_m_fFlags(void)
162 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
163 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
164 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
165 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
166 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
167 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
168 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
169 CBasePlayer::NetworkStateChanged_m_flFriction(void)
170 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
171 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
172 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
173 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
174 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
175 CBaseAnimating::GetIdealSpeed(void)const
176 CBaseAnimating::GetIdealAccel(void)const
177 CBaseAnimatingOverlay::StudioFrameAdvance(void)
178 CBaseAnimating::IsActivityFinished(void)
179 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
180 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
181 CBaseAnimating::IsRagdoll(void)
182 CBaseAnimating::CanBecomeRagdoll(void)
183 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
184 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
185 CBaseAnimating::SetupBones(matrix3x4_t *,int)
186 CBaseAnimating::CalculateIKLocks(float)
187 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
188 CBaseAnimating::HandleAnimEvent(animevent_t *)
189 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
190 CBaseAnimating::InitBoneControllers(void)
191 CBaseAnimating::GetGroundSpeedVelocity(void)
192 CBaseAnimating::Ignite(float,bool,float,bool)
193 CBaseAnimating::Extinguish(void)
194 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
195 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
196 CBaseFlex::SetViewtarget(Vector  const&)
197 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
198 CBaseFlex::ProcessSceneEvents(void)
199 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
200 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
201 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
202 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)
203 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
204 CBaseCombatCharacter::FInViewCone(Vector  const&)
205 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
206 CBaseCombatCharacter::FInAimCone(Vector  const&)
207 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
208 CBaseCombatCharacter::FindMissTarget(void)
209 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
210 CBasePlayer::BodyAngles(void)
211 CBaseCombatCharacter::BodyDirection2D(void)
212 CBaseCombatCharacter::BodyDirection3D(void)
213 CBaseCombatCharacter::HeadDirection2D(void)
214 CBaseCombatCharacter::HeadDirection3D(void)
215 CBaseCombatCharacter::EyeDirection2D(void)
216 CBaseCombatCharacter::EyeDirection3D(void)
217 CBaseCombatCharacter::GiveAmmo(int,int,bool)
218 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
219 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
220 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
221 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
222 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
223 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
224 CSDKPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
225 CBasePlayer::Weapon_ShootPosition(void)
226 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
227 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
228 CBaseCombatCharacter::Weapon_GetSlot(int)const
229 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
230 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
231 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
232 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
233 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
234 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
235 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
236 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
237 CBaseCombatCharacter::GetDeathActivity(void)
238 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
239 CBaseCombatCharacter::CorpseFade(void)
240 CBaseCombatCharacter::HasHumanGibs(void)
241 CBaseCombatCharacter::HasAlienGibs(void)
242 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
243 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
244 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
245 CBasePlayer::Event_Dying(void)
246 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
247 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
248 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
249 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
250 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
251 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
252 CBaseCombatCharacter::IRelationType(CBaseEntity *)
253 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
254 CBaseCombatCharacter::IsInAVehicle(void)
255 CBasePlayer::GetVehicle(void)
256 CBasePlayer::GetVehicleEntity(void)
257 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
258 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
259 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
260 CBasePlayer::DoMuzzleFlash(void)
261 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
262 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
263 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
264 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
265 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
266 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
267 CSDKPlayer::CreateViewModel(int)
268 CSDKPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
269 CSDKPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
270 CBasePlayer::SharedSpawn(void)
271 CSDKPlayer::InitialSpawn(void)
272 CBasePlayer::InitHUD(void)
273 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
274 CBasePlayer::PlayerDeathThink(void)
275 CBasePlayer::Jump(void)
276 CBasePlayer::Duck(void)
277 CSDKPlayer::PreThink(void)
278 CSDKPlayer::PostThink(void)
279 CBasePlayer::DamageEffect(float,int)
280 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
281 CBasePlayer::ShouldFadeOnDeath(void)
282 CBasePlayer::IsFakeClient(void)const
283 CBasePlayer::GetPlayerMins(void)const
284 CBasePlayer::GetPlayerMaxs(void)const
285 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
286 CBasePlayer::PackDeadPlayerItems(void)
287 CBasePlayer::RemoveAllItems(bool)
288 CBasePlayer::Weapon_TracerPosition(void)
289 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
290 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
291 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
292 CBasePlayer::UpdateClientData(void)
293 CBasePlayer::ExitLadder(void)
294 CSDKPlayer::FlashlightIsOn(void)
295 CSDKPlayer::FlashlightTurnOn(void)
296 CSDKPlayer::FlashlightTurnOff(void)
297 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
298 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
299 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
300 CBasePlayer::DeathSound(CTakeDamageInfo  const&)
301 CSDKPlayer::SetAnimation(PLAYER_ANIM)
302 CBasePlayer::ImpulseCommands(void)
303 CSDKPlayer::CheatImpulseCommands(int)
304 CSDKPlayer::ClientCommand(char  const*)
305 CBasePlayer::StartObserverMode(int)
306 CBasePlayer::StopObserverMode(void)
307 CBasePlayer::SetObserverMode(int)
308 CBasePlayer::GetObserverMode(void)
309 CBasePlayer::SetObserverTarget(CBaseEntity *)
310 CBasePlayer::ObserverUse(bool)
311 CBasePlayer::GetObserverTarget(void)
312 CBasePlayer::FindNextObserverTarget(bool)
313 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
314 CBasePlayer::CheckObserverSettings(void)
315 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
316 CBasePlayer::ForceObserverMode(int)
317 CBasePlayer::ResetObserverMode(void)
318 CBasePlayer::StartReplayMode(float,float,int)
319 CBasePlayer::StopReplayMode(void)
320 CBasePlayer::GetDelayTicks(void)
321 CBasePlayer::GetReplayEntity(void)
322 CBasePlayer::CreateCorpse(void)
323 CBasePlayer::EntSelectSpawnPoint(void)
324 CBasePlayer::GetInVehicle(IServerVehicle *,int)
325 CSDKPlayer::LeaveVehicle(Vector  const&,QAngle  const&)
326 CBasePlayer::OnVehicleStart(void)
327 CBasePlayer::OnVehicleEnd(Vector &)
328 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
329 CBasePlayer::SelectLastItem(void)
330 CBasePlayer::SelectItem(char  const*,int)
331 CBasePlayer::ItemPostFrame(void)
332 CBasePlayer::GiveNamedItem(char  const*,int)
333 CBasePlayer::CheckTrainUpdate(void)
334 CBasePlayer::SetPlayerUnderwater(bool)
335 CBasePlayer::CanBreatheUnderwater(void)const
336 CBasePlayer::PlayerUse(void)
337 CBasePlayer::PlayUseDenySound(void)
338 CBasePlayer::FindUseEntity(void)
339 CSDKPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
340 CBasePlayer::PickupObject(CBaseEntity *,bool)
341 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
342 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
343 CBasePlayer::UpdateGeigerCounter(void)
344 CBasePlayer::GetAutoaimVector(float)
345 CBasePlayer::GetAutoaimVector(float,float)
346 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
347 CBasePlayer::ShouldAutoaim(void)
348 CBasePlayer::ForceClientDllUpdate(void)
349 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
350 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
351 CBasePlayer::CanSpeak(void)
352 CBasePlayer::CanHearChatFrom(CBasePlayer*)
353 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
354 CBasePlayer::CheckChatText(char *,int)
355 CBasePlayer::IsFollowingPhysics(void)
356 CBasePlayer::InitVCollision(void)
357 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
358 CBasePlayer::EquipSuit(bool)
359 CBasePlayer::RemoveSuit(void)
360 CSDKPlayer::CommitSuicide(void)
361 CBasePlayer::IsBot(void)const
362 CSDKPlayer::IsCommander(void)
363 CBasePlayer::SpawnArmorValue(void)const
364 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
365 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
</pre>


===Empires 2.2 Offsets===
----
<pre>
===Netprops===
// Auto reconstructed from vtable block @ 0x00BFDC60
[http://theowningone.info/files/empires.netprops.2.25.txt NetProps v2.25 @ theowningone.info]
// from "server_i486.so", by ida_vtables.idc
// Provided By Theowningone
0 CSDKPlayer::~CSDKPlayer()
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 CSDKPlayer::GetServerClass(void)
10 CSDKPlayer::YouForgotToImplementOrDeclareServerClass(void)
11 CBasePlayer::GetDataDescMap(void)
12 CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13 CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15 CBaseEntity::ShouldCollide(int,int)const
16 CBaseEntity::SetOwnerEntity(CBaseEntity*)
17 CBasePlayer::ShouldTransmit(CCheckTransmitInfo  const*)
18 CBasePlayer::UpdateTransmitState(void)
19 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)
20 CBasePlayer::GetTracerType(void)
21 CSDKPlayer::Spawn(void)
22 CSDKPlayer::Precache(void)
23 CBasePlayer::SetModel(char  const*)
24 CBaseEntity::PostConstructor(char  const*)
25 CBaseEntity::PostClientActive(void)
26 CBaseEntity::ParseMapData(CEntityMapData *)
27 CBaseEntity::KeyValue(char  const*,char  const*)
28 CBaseEntity::KeyValue(char  const*,float)
29 CBaseEntity::KeyValue(char  const*,Vector  const&)
30 CBaseEntity::GetKeyValue(char  const*,char *,int)
31 CBasePlayer::Activate(void)
32 CBaseEntity::SetParent(CBaseEntity*,int)
33 CBaseEntity::SetParentTemporary(CBaseEntity*,int)
34 CBasePlayer::ObjectCaps(void)
35 CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
36 CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
37 CBasePlayer::DrawDebugGeometryOverlays(void)
38 CBaseAnimating::DrawDebugTextOverlays(void)
39 CBasePlayer::Save(ISave &)
40 CBasePlayer::Restore(IRestore &)
41 CBasePlayer::ShouldSavePhysics(void)
42 CBaseEntity::OnSave(IEntitySaveUtils *)
43 CBasePlayer::OnRestore(void)
44 CBasePlayer::RequiredEdictIndex(void)
45 CBaseEntity::MoveDone(void)
46 CBaseEntity::Think(void)
47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
49 CBaseAnimating::GetBaseAnimating(void)
50 CBaseEntity::GetResponseSystem(void)
51 CBaseEntity::DispatchResponse(char  const*)
52 CBasePlayer::Classify(void)
53 CBaseEntity::DeathNotice(CBaseEntity*)
54 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
55 CBaseEntity::GetAutoAimRadius(void)
56 CBaseEntity::GetAutoAimCenter(void)
57 CBaseEntity::GetBeamTraceFilter(void)
58 CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
59 CSDKPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
61 CSDKPlayer::OnTakeDamage(CTakeDamageInfo  const&)
62 CBasePlayer::TakeHealth(float,int)
63 CBaseEntity::IsAlive(void)
64 CSDKPlayer::Event_Killed(CTakeDamageInfo  const&)
65 CBasePlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
66 CBaseCombatCharacter::BloodColor(void)
67 CBaseEntity::IsTriggered(CBaseEntity*)
68 CBaseEntity::IsNPC(void)const
69 CBaseCombatCharacter::MyCombatCharacterPointer(void)
70 CBaseEntity::GetDelay(void)
71 CBaseEntity::IsMoving(void)
72 CBaseEntity::DamageDecal(int,int)
73 CBaseEntity::DecalTrace(CGameTrace *,char  const*)
74 CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
75 CBaseEntity::OnControls(CBaseEntity*)
76 CBaseEntity::HasTarget(string_t)
77 CBasePlayer::IsPlayer(void)const
78 CBasePlayer::IsNetClient(void)const
79 CBaseEntity::IsVehicle(void)const
80 CBaseEntity::IsAircraft(void)const
81 CBaseEntity::IsBuilding(void)const
82 CBaseEntity::IsTemplate(void)
83 CBaseEntity::IsBaseObject(void)const
84 CBaseEntity::IsBaseTrain(void)const
85 CBaseEntity::GetServerVehicle(void)
86 CBaseEntity::IsViewable(void)
87 CSDKPlayer::ChangeTeam(int)
88 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
89 CBaseEntity::CanStandOn(CBaseEntity*)const
90 CBaseEntity::CanStandOn(edict_t *)const
91 CBaseEntity::GetEnemy(void)
92 CBaseEntity::GetEnemy(void)const
93 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
94 CBaseEntity::StartTouch(CBaseEntity*)
95 CBasePlayer::Touch(CBaseEntity *)
96 CBaseEntity::EndTouch(CBaseEntity*)
97 CBaseEntity::StartBlocked(CBaseEntity*)
98 CBaseEntity::Blocked(CBaseEntity*)
99 CBaseEntity::EndBlocked(void)
100 CBasePlayer::PhysicsSimulate(void)
101 CBasePlayer::UpdateOnRemove(void)
102 CBaseEntity::StopLoopingSounds(void)
103 CBaseEntity::SUB_AllowedToFade(void)
104 CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
105 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
106 CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
107 CBaseEntity::GetTracerAttachment(void)
108 CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
109 CBasePlayer::DoImpactEffect(CGameTrace &,int)
110 CBaseEntity::Respawn(void)
111 CBaseEntity::IsLockedByMaster(void)
112 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
113 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
114 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
115 CBasePlayer::NetworkStateChanged_m_iHealth(void)
116 CBasePlayer::NetworkStateChanged_m_iHealth(void *)
117 CBasePlayer::NetworkStateChanged_m_lifeState(void)
118 CBasePlayer::NetworkStateChanged_m_lifeState(void *)
119 CBaseEntity::NetworkStateChanged_m_takedamage(void)
120 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
121 CBaseEntity::GetDamageType(void)const
122 CBaseEntity::GetDamage(void)
123 CBaseEntity::SetDamage(float)
124 CBasePlayer::EyePosition(void)
125 CBasePlayer::EyeAngles(void)
126 CBasePlayer::LocalEyeAngles(void)
127 CBaseEntity::EarPosition(void)
128 CBasePlayer::BodyTarget(Vector  const&,bool)
129 CBaseEntity::HeadTarget(Vector  const&)
130 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
131 CBaseEntity::GetViewOffset(void)
132 CBasePlayer::GetSmoothedVelocity(void)
133 CBaseAnimating::GetVelocity(Vector *,Vector *)
134 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
135 CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
136 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
137 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
138 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
139 CBaseEntity::GetGroundVelocityToApply(Vector &)
140 CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
141 CBaseEntity::Splash(void)
142 CBaseEntity::WorldSpaceCenter(void)const
143 CBaseEntity::GetSoundEmissionOrigin(void)const
144 CBaseEntity::CreateVPhysics(void)
145 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
146 CBasePlayer::VPhysicsDestroyObject(void)
147 CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
148 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
149 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
150 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)
151 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
152 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
153 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
154 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
155 CBaseEntity::VPhysicsIsFlesh(void)
156 CBaseEntity::HasPhysicsAttacker(float)
157 CBasePlayer::PhysicsSolidMaskForEntity(void)const
158 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
159 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
160 CBaseAnimating::GetStepOrigin(void)const
161 CBaseAnimating::GetStepAngles(void)const
162 CBaseEntity::ShouldDrawWaterImpacts(void)
163 CBasePlayer::NetworkStateChanged_m_fFlags(void)
164 CBasePlayer::NetworkStateChanged_m_fFlags(void *)
165 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
166 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
167 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
168 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
169 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
170 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
171 CBasePlayer::NetworkStateChanged_m_flFriction(void)
172 CBasePlayer::NetworkStateChanged_m_flFriction(void *)
173 CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
174 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
175 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
176 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
177 CBaseAnimating::GetIdealSpeed(void)const
178 CBaseAnimating::GetIdealAccel(void)const
179 CBaseAnimatingOverlay::StudioFrameAdvance(void)
180 CBaseAnimating::IsActivityFinished(void)
181 CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
182 CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
183 CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
184 CBaseAnimating::IsRagdoll(void)
185 CBaseAnimating::CanBecomeRagdoll(void)
186 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
187 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
188 CBaseAnimating::SetupBones(matrix3x4_t *,int)
189 CBaseAnimating::CalculateIKLocks(float)
190 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
191 CBasePlayer::HandleAnimEvent(animevent_t *)
192 CBaseAnimating::PopulatePoseParameters(void)
193 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
194 CBaseAnimating::InitBoneControllers(void)
195 CBaseAnimating::GetGroundSpeedVelocity(void)
196 CBaseAnimating::Ignite(float,bool,float,bool)
197 CBaseAnimating::IgniteLifetime(float)
198 CBaseAnimating::IgniteNumHitboxFires(int)
199 CBaseAnimating::IgniteHitboxFireScale(float)
200 CBaseAnimating::Extinguish(void)
201 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
202 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
203 CBaseFlex::SetViewtarget(Vector  const&)
204 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
205 CBaseFlex::ProcessSceneEvents(void)
206 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
207 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
208 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
209 CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
210 CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
211 CBasePlayer::GetPhysicsImpactDamageTable(void)
212 CBaseCombatCharacter::FInViewCone(CBaseEntity *)
213 CBaseCombatCharacter::FInViewCone(Vector  const&)
214 CBaseCombatCharacter::FInAimCone(CBaseEntity *)
215 CBaseCombatCharacter::FInAimCone(Vector  const&)
216 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
217 CBaseCombatCharacter::FindMissTarget(void)
218 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
219 CBasePlayer::BodyAngles(void)
220 CBaseCombatCharacter::BodyDirection2D(void)
221 CBaseCombatCharacter::BodyDirection3D(void)
222 CBaseCombatCharacter::HeadDirection2D(void)
223 CBaseCombatCharacter::HeadDirection3D(void)
224 CBaseCombatCharacter::EyeDirection2D(void)
225 CBaseCombatCharacter::EyeDirection3D(void)
226 CBaseCombatCharacter::GiveAmmo(int,int,bool)
227 CBaseCombatCharacter::NPC_TranslateActivity(Activity)
228 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
229 CBaseCombatCharacter::Weapon_FrameUpdate(void)
230 CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
231 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)
232 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)
233 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
234 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
235 CSDKPlayer::Weapon_Switch(CBaseCombatWeapon *,int)
236 CBasePlayer::Weapon_ShootPosition(void)
237 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *)
238 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
239 CBaseCombatCharacter::Weapon_GetSlot(int)const
240 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
241 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
242 CBaseCombatCharacter::CanBecomeServerRagdoll(void)
243 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
244 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
245 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
246 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
247 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
248 CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
249 CBaseCombatCharacter::GetDeathActivity(void)
250 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
251 CBaseCombatCharacter::CorpseFade(void)
252 CBaseCombatCharacter::HasHumanGibs(void)
253 CBaseCombatCharacter::HasAlienGibs(void)
254 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
255 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
256 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
257 CBasePlayer::Event_Dying(void)
258 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
259 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
260 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
261 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
262 CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
263 CBaseCombatCharacter::PushawayTouch(CBaseEntity *)
264 CBaseCombatCharacter::IRelationType(CBaseEntity *)
265 CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
266 CBasePlayer::IsInAVehicle(void)const
267 CBasePlayer::GetVehicle(void)
268 CBasePlayer::GetVehicleEntity(void)
269 CBaseCombatCharacter::ExitVehicle(void)
270 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
271 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
272 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
273 CBasePlayer::DoMuzzleFlash(void)
274 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
275 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
276 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
277 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
278 CBasePlayer::NetworkStateChanged_m_iAmmo(void)
279 CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
280 CSDKPlayer::CreateViewModel(int)
281 CSDKPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
282 CSDKPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
283 CBasePlayer::SharedSpawn(void)
284 CBasePlayer::ForceRespawn(void)
285 CSDKPlayer::InitialSpawn(void)
286 CBasePlayer::InitHUD(void)
287 CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
288 CBasePlayer::PlayerDeathThink(void)
289 CBasePlayer::Jump(void)
290 CBasePlayer::Duck(void)
291 CSDKPlayer::PreThink(void)
292 CSDKPlayer::PostThink(void)
293 CBasePlayer::DamageEffect(float,int)
294 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
295 CBasePlayer::ShouldFadeOnDeath(void)
296 CBasePlayer::IsFakeClient(void)const
297 CBasePlayer::GetPlayerMins(void)const
298 CBasePlayer::GetPlayerMaxs(void)const
299 CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
300 CBasePlayer::PackDeadPlayerItems(void)
301 CBasePlayer::RemoveAllItems(bool)
302 CBasePlayer::Weapon_TracerPosition(void)
303 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
304 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
305 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
306 CBasePlayer::UpdateClientData(void)
307 CBasePlayer::ExitLadder(void)
308 CBasePlayer::GetLadderSurface(Vector  const&)
309 CBasePlayer::SetFlashlightEnabled(bool)
310 CSDKPlayer::FlashlightIsOn(void)
311 CSDKPlayer::FlashlightTurnOn(void)
312 CSDKPlayer::FlashlightTurnOff(void)
313 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
314 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
315 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
316 CBasePlayer::GetStepSoundVelocities(float *,float *)
317 CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
318 CBasePlayer::DeathSound(CTakeDamageInfo  const&)
319 CSDKPlayer::SetAnimation(PLAYER_ANIM)
320 CBasePlayer::ImpulseCommands(void)
321 CSDKPlayer::CheatImpulseCommands(int)
322 CSDKPlayer::ClientCommand(CCommand  const&)
323 CBasePlayer::StartObserverMode(int)
324 CBasePlayer::StopObserverMode(void)
325 CBasePlayer::ModeWantsSpectatorGUI(int)
326 CBasePlayer::SetObserverMode(int)
327 CBasePlayer::GetObserverMode(void)
328 CBasePlayer::SetObserverTarget(CBaseEntity *)
329 CBasePlayer::ObserverUse(bool)
330 CBasePlayer::GetObserverTarget(void)
331 CBasePlayer::FindNextObserverTarget(bool)
332 CBasePlayer::GetNextObserverSearchStartPoint(bool)
333 CBasePlayer::IsValidObserverTarget(CBaseEntity *)
334 CBasePlayer::CheckObserverSettings(void)
335 CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
336 CBasePlayer::ForceObserverMode(int)
337 CBasePlayer::ResetObserverMode(void)
338 CBasePlayer::ValidateCurrentObserverTarget(void)
339 CBasePlayer::AttemptToExitFreezeCam(void)
340 CBasePlayer::StartReplayMode(float,float,int)
341 CBasePlayer::StopReplayMode(void)
342 CBasePlayer::GetDelayTicks(void)
343 CBasePlayer::GetReplayEntity(void)
344 CBasePlayer::CreateCorpse(void)
345 CBasePlayer::EntSelectSpawnPoint(void)
346 CBasePlayer::GetInVehicle(IServerVehicle *,int)
347 CSDKPlayer::LeaveVehicle(Vector  const&,QAngle  const&)
348 CBasePlayer::OnVehicleStart(void)
349 CBasePlayer::OnVehicleEnd(Vector &)
350 CBasePlayer::BumpWeapon(CBaseCombatWeapon *)
351 CBasePlayer::SelectLastItem(void)
352 CBasePlayer::SelectItem(char  const*,int)
353 CBasePlayer::ItemPostFrame(void)
354 CBasePlayer::GiveNamedItem(char  const*,int)
355 CBasePlayer::CheckTrainUpdate(void)
356 CBasePlayer::SetPlayerUnderwater(bool)
357 CBasePlayer::CanBreatheUnderwater(void)const
358 CBasePlayer::PlayerUse(void)
359 CBasePlayer::PlayUseDenySound(void)
360 CBasePlayer::FindUseEntity(void)
361 CSDKPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
362 CBasePlayer::PickupObject(CBaseEntity *,bool)
363 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
364 CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
365 CBasePlayer::GetHeldObject(void)
366 CBasePlayer::UpdateGeigerCounter(void)
367 CBasePlayer::GetAutoaimVector(float)
368 CBasePlayer::GetAutoaimVector(float,float)
369 CBasePlayer::GetAutoaimVector(autoaim_params_t &)
370 CBasePlayer::ShouldAutoaim(void)
371 CBasePlayer::ForceClientDllUpdate(void)
372 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
373 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
374 CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*)
375 CBasePlayer::CanSpeak(void)
376 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
377 CBasePlayer::CheckChatText(char *,int)
378 CSDKPlayer::CreateRagdollEntity(void)
379 CBasePlayer::ShouldAnnounceAchievement(void)
380 CBasePlayer::IsFollowingPhysics(void)
381 CBasePlayer::InitVCollision(Vector  const&,Vector  const&)
382 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
383 CBasePlayer::Hints(void)
384 CBasePlayer::IsReadyToPlay(void)
385 CBasePlayer::IsReadyToSpawn(void)
386 CBasePlayer::ShouldGainInstantSpawn(void)
387 CBasePlayer::ResetPerRoundStats(void)
388 CBasePlayer::ResetScores(void)
389 CBasePlayer::EquipSuit(bool)
390 CBasePlayer::RemoveSuit(void)
391 CBasePlayer::CommitSuicide(bool,bool)
392 CBasePlayer::CommitSuicide(Vector  const&,bool,bool)
393 CBasePlayer::IsBot(void)const
394 CBasePlayer::GetExpresser(void)
395 CBasePlayer::IsCommander(void)
396 CBasePlayer::SpawnArmorValue(void)const
397 CBasePlayer::NetworkStateChanged_m_ArmorValue(void)
398 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
399 CSDKPlayer::CommitSuicide(void)
400 CSDKPlayer::IsCommander(void)const
</pre>


==Tools==
==Tools==
Offsite links only please!
===Theowningone's Empires API===
===Theowningone's Empires API===
A very useful set of functions to simplify the creation of sourcemod plugins for empires. It can be download from [[http://forums.alliedmods.net/showthread.php?p=690965 Sourcemod.net]] or [[http://files.theowningone.info//./Includes/empires.inc Theowningone.info]].
A very useful set of functions to simplify the creation of sourcemod plugins for empires.
<pre>
It can be download from [http://theowningone.info/files/empires.inc theowningone.info].
/*
* Empires API
*
* Created By Theowningone
* Version: 1.2
* http://www.theowningone.info/
* http://www.borgamers.com/
*/
 
/********************
* --> Is Stocks <-- *
********************/
 
/**
* Is Player Squad Leader
*
* @param client            Client Index
* @return                1 if leader, 0 if other
*/
stock IsSquadLeader(client)
 
/**
* Is Player Commander
*
* @param client            Client Index
* @return                1 if comm, 0 if other
*/
stock IsComm(client)
 
/**
* Is Player In Vehicle
*
* @param client            Client Index
* @return                1 if in vehicle, 0 if not
*/
stock IsInVehicle(client)
 
 
 
 
 
/**********************
* --> Team Stocks <-- *
**********************/
 
/**
* Retrieves NF Resources.
*
* @return                NF Resources
*/
stock GetNFResources()
 
/**
* Sets NF Resources.
*
* @noreturn
*/
stock SetNFResources(amount)
 
/**
* Retrieves BE Resources.
*
* @return                BE Resources
*/
stock GetBEResources()
 
/**
* Sets BE Resources.
*
* @noreturn
*/
stock SetBEResources(amount)
 
/**
* Retrieves NF Reinforcements
*
* @return                NF Reinforcements
*/
stock GetNFReinforcements()
 
/**
* Sets NF Reinforcements
*
* @noreturn
*/
stock SetNFReinforcements(amount)
 
/**
* Retrieves BE Reinforcements
*
* @return                BE Reinforcements
*/
stock GetBEReinforcements()
 
/**
* Sets BE Reinforcements
*
* @noreturn
*/
stock SetBEReinforcements(amount)
 
/**
* Is Researched
*
* @param team            Team Index
* @param index            Research Index
* @return                1 if researched, 0 if not
*/
stock IsResearched(team, index)
 
/**
* Current Research
*
* @param team            Team Index
* @return                Research Index
*/
stock CurrentResearch(team)
 
/**
* Current Research Name
*
* @param team            Team Index
* @param buffer            Buffer to hold the research name
* @param size            Len of the buffer
* @return                Research Index
*/
stock CurrentResearchName(team, String:buffer[], size)
 
/**
* Set Research
*
* @param team            Team Index
* @param index            Research Index
* @param status            weather to research or not
* @noreturn
*/
stock SetResearch(team, index, bool:status)
 
 
 
 
/*************************
* --> Vehicle Stocks <-- *
*************************/
 
/**
* Get Vehicle Occupants
*
* @param ent            Vehicle Entity Index
* @return              Amount of clients in vehicle
*/
stock GetVehicleOccupants(ent)
 
/**
* Get Vehicle Driver
*
* @param ent            Vehicle Entity Index
* @return                Client Index of Driver (0 if none, -1 if invalid entity)
*/
stock GetVehicleDriver(ent)
 
/**
* Set Vehicle Armor
*
* @param ent            Vehicle Entity Index
* @param side            side of armor (1 is front, 2 is back, 3 is left, 4 is right)
* @param front            Health to set armor to
* @return                -1 on error, 0 on success
*/
stock SetVehicleArmor(ent, side, Float:health)
 
/**
* Get Vehicle Armor
*
* @param ent            Vehicle Entity Index
* @param side            side of armor (1 is front, 2 is back, 3 is left, 4 is right)
* @return                Armor Health (-1.0 on error)
*/
stock Float:GetVehicleArmor(ent, side)
 
/**
* Set Vehicle Hull
*
* @param ent            Vehicle Entity Index
* @param health            Health to set hull to
* @return                -1 on error, 0 on success
*/
stock SetVehicleHull(ent, Float:health)
 
/**
* Get Vehicle Hull
*
* @param ent            Vehicle Entity Index
* @return                Hull Health (-1.0 on error)
*/
stock Float:GetVehicleHull(ent)
 
/**
* Set Vehicle Heat
*
* @param ent            Vehicle Entity Index
* @param heat            Heat to set for vehicle
* @return                -1 on error, 0 on success
*/
stock SetVehicleHeat(ent, Float:heat)
 
/**
* Get Vehicle Heat
*
* @param ent            Vehicle Entity Index
* @return                Vehicle Heat (-1.0 on error)
*/
stock Float:GetVehicleHeat(ent)
 
/**
* Get Vehicle Class
*
* @param ent            Vehicle Entity Index
* @return                Vehicle Class (-1 on error)
*/
stock GetVehicleClass(ent)
 
/**
* Get Vehicle Class Name
*
* @param ent            Vehicle Entity Index
* @param buffer            Buffer to hold the vehicle class name
* @param size            Len of the buffer
* @return                Vehicle Class (-1 on error)
*/
stock GetVehicleClassName(ent, String:buffer[], size)
 
/**
* Get Client Vehicle
*
* @param client            Client Index
* @return                Client Vehicle Entity Index (-1 is error, 0 is none)
*/
stock GetPlayerVehicle(client)
 
/**
* Get Cannon Entity
*
* @param ent            Vehicle Entity Index
* @return                Cannon Entity Index
*/
stock GetCannonEnt(ent)
 
/**
* Get Turret Entity
*
* @param ent            Vehicle Entity Index
* @return                Turret Entity Index
*/
stock GetTurretEnt(ent)
 
 
 
/**********************
* --> Misc Stocks <-- *
**********************/
 
/**
* Retrieves a player's squad number
*
* @param client            Client Index
* @return                Player squad index (0 is none)
*/
stock GetPlayerSquadNum(client)
 
/**
* Retrieves a player's squad name
*
* @param client            Client Index
* @param buffer            Buffer to hold the squad name
* @param size            Len of the buffer
* @return                Player squad index
*/
stock GetPlayerSquadName(client, String:buffer[], size)
 
/**
* Retrieves a player's score
*
* @param client            Client Index
* @return                Player score
*/
stock GetPlayerScore(client)
 
/**
* Retrieves a player's class
*
* @param client            Client Index
* @return                Player class (0 is scout, 1 is rifleman, 2 is gren, 3 is engy, 5 is spec)
*/
stock GetPlayerClassNum(client)


/**
[[Category:Sourcemod]]
* Retrieves a player's class
*
* @param client            Client Index
* @param buffer            Buffer to hold the class name
* @param size            Len of the buffer
* @return                Player class index
*/
stock GetPlayerClassName(client, String:buffer[], size)
</pre>

Latest revision as of 02:29, 11 February 2022


This article has not been updated for some time
This article has been tagged as abandoned and may be removed at some point in the future in order to keep the wiki tidy.
Note
This article is current for version 2.25b

Home > Developer Resources > Sourcemod Resources

Indexes

Vehicles

//These values are returned by the m_iChassis offset of the netclass CEmpTank
//Found By Theowningone
0	"NF Jeep"
1	"NF APC"
2	"NF Light Tank"
3	"NF Med Tank"
4	"NF Heavy Tank"
5	"NF Arty Tank"
6	"BE Jeep"
7	"BE APC"
8	"BE AFV"
9	"BE Med Tank"
10	"BE Heavy Tank"
11	"BE Arty Tank"
12	"BE Commander"
13	"NF Commander"

Vehicle Weapons

//These values are returned by the m_iWeapon offset of the netclass CEmpTankTurret
//Found By Theowningone
0	"Standard Machine Gun"
1	"Bio Machine Gun"     
2	".50 Cal Medium MG"   
3	".50 Cal Heavy MG"    
4	"Depleted Uranium MG" 
5	"Depleted Uranium HMG"
6	"Chain Gun"   
7	"Medium Chain Gun"    
8	"Plasma Machine Gun"  
9	"High Explosive MG"   
10	"Standard Cannon"     
11	"Ranged Cannon"
12	"High Explosive Cannon"
13	"Plasma Cannon"
14	"Rail Gun"    
15	"Small Artillery Cannon"      
16	"Medium Artillery Cannon"     
17	"High Explosive Artillery"    
18	"Ranged Artillery Cannon"     
19	"Standard ML" 
20	"Upgraded ML" 
21	"Biological Warhead"  
22	"HIT Missile" 
23	"Salvo Missile Launcher"      
24	"Guided Missile Launcher"     
25	"Upgraded Guided ML"  
26	"Homing Missile Launcher"     
27	"Upgraded Homing ML"  
28	"Salvo Homing ML"     
29	"Grenade Launcher"    
30	"Upgraded Grenade Launcher"   
31	"Small Bomb Bay"      
32	"Large Bomb Bay"

Research

//These values are returned by the Multiple Offsets of the netclass CResearchResource
//Found By Theowningone
0		"None"
1		"Physics"
2			"Superheated Material Physics"
3				"Plasma Cannon Projectile"
4				"Plasma Bullet Projectile"
5			"Projectile Physics"
6				"Reflective Armor"
7				"Extended Range Cannon"
8				"Heavy Caliber Machine Gun"
9			"Nuclear Fission"
10				"Fission Reactor"
11				"HIT Warhead"
12		"Chemistry"
13			"Improved Flagration Compounds"
14				"Explosive Tipped Bullets"
15			"Improved Detonation Compounds"
16				"Upgraded Grenades"
17				"Explosive Shells"
18			"Improved Warhead Compounds"
19				"Upgraded Missile Warhead"
20			"Improved Heat Transfer Fluids"
21				"Advanced Coolant Engine"
22			"Absorbant Armor"
23		"Mechanical Engineering"
24			"Upgraded Chassis"
25				"Medium Tank Chassis"
26				"Artillery Tank Chassis"
27				"Advanced Chassis"
28					"Heavy Tank Chassis"
29			"Advanced Machining"
30				"Composite Armor"
31				"Gas Turbine Engine"
32		"Electrical Engineering"
33			"Advanced Magnet Research"
34				"Rail Gun"
35				"3 Phase Electric Motor"
36			"Reactive Armor"
37			"Tracking Systems"
38				"Homing Missiles"
39				"Guided Missiles"
40				"Upgraded Turrets Lvl 2"
41					"Upgraded Turrets Lvl 3"
42		"Biology"
43			"Regenerative Armor"
44			"Bio Diesel Engine"
45			"Biological Weaponry"
46				"Biological Warhead"
47				"Biological Projectile"

Vehicle Armor

//These values are found in Multiple Offsets of the netclass CEmpTank
//Found By Theowningone
offset+0	"Front"
offset+4	"Back"
offset+8	"Left"
offset+12	"Right"

Player Classes

//These values are found in m_iEmpClass of the netclass CSDKPlayer
//Found By Theowningone
0	"Scout"
1	"Rifleman"
2	"Grenadier"
3	"Engineer"
4	"Unknown(Never Appears)"
5	"None/Spectator"

Squads

//These values are found in m_iSquad of the netclass CPlayerResource
//Found By Theowningone
0	"None"
1	"Alpha"
2	"Bravo"
3	"Charlie"
4	"Delta"
5	"Echo"
6	"Foxtrot"
7	"Golf"
8	"Hotel"
9	"India"
10	"Juliet"
11	"Kilo"
12	"Lima"
13	"Mike"
14	"November"
15	"Oscar"
16	"Papa"
17	"Quebec"
18	"Romeo"
19	"Sierra"
20	"Tango"
21	"Uniform"
22	"Victor"
23	"Whiskey"
24	"X-Ray"
25	"Yankee"
26	"Zulu"

Teams

0	Unassigned
1	Spectator
2	Northern Faction
3	Brenodi Empire

Virtual Offsets

Virtual Offsets v2.25 @ theowningone.info

GameData

Found by Recon and Theowningone. To use, put in gamedata folder.
core.games.txt @ theowningone.info
sdktools.games.ep2.txt @ theowningone.info

Dump files

Datamaps

Datamaps v2.25 @ theowningone.info


Netprops

NetProps v2.25 @ theowningone.info

Tools

Offsite links only please!

Theowningone's Empires API

A very useful set of functions to simplify the creation of sourcemod plugins for empires. It can be download from theowningone.info.