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==Empires 2.2 Indexes==
==Empires 2.2 Indexes==
Coming Soon!!
Coming Soon!!
==Virtual Offsets==
===Empires 2.12 Offsets===
<pre>
// Auto reconstructed from vtable block @ 0x0090C900
// from "server_i486.so", by ida_vtables.idc
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===





Revision as of 12:18, 12 November 2008

Home > Sourcemod Resources

Empires 2.12 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	"Imperial Jeep"
7	"Imperial APC"
8	"Imperial AFV"
9	"Imperial Med Tank"
10	"Imperial Heavy Tank"
11	"Imperial Arty Tank"
12	"Imperial 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 Caliber Medium Machine Gun"
3	".50 Caliber Heavy Machine Gun"
4	"Anti-Tank Machine Gun"
5	"Anti-Tank Heavy Machine Gun"
6	"Chain Gun"
7	"Medium Chain Gun"
8	"Plasma Machine Gun"
9	"HE MG"
10	"Standard Cannon"
11	"Ranged Cannon"
12	"High Explosive Cannon"
13	"Plasma Cannon"
14	"Rail Gun"
15	"smallArtilleryCannon"
16	"medArtilleryCannon"
17	"High Explosive Artillery"
18	"Ranged Artillery Cannon"
19	"singleMissileLauncher"
20	"Upgraded Missile Launcher"
21	"Biological Warhead"
22	"Nuclear Warhead"
23	"salvoMissileLauncher"
24	"guidedMissileLauncher"
25	"Upgraded Guided ML"
26	"homingMissileLauncher"
27	"Upgraded Homing Missile Launcher"
28	"salvoHomingMissileLauncher"
29	"grenadeLauncher"
30	"Upgraded Grenade Launcher"
31	"smallBombBay"
32	"largeBombBay"

Research

//These values are returned by the Multiple Offsets of the netclass CResearchResource
//Found By Theowningone
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			"Nuclear 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			"Upgraded Grenadier RPG"
21				"Advanced Grenadier RPG"
22		"Improved Heat Transfer Fluids"
23			"Advanced Coolant Engine"
24		"Absorbant Materials"
25			"Absorbant Armor"
26	"Mechanical Engineering"
27		"Upgraded Chassis"
28			"Medium Tank Chassis"
29			"Advanced Chassis"
30				"Heavy Tank Chassis"
31				"Artillery Tank Chassis"
32		"Advanced Machining"
33			"Composite Armor"
34			"Gas Turbine Engine"
35	"Electrical Engineering"
36		"Advanced Magnet Research"
37			"Rail Gun"
38			"3 Phase Electric Motor"
39		"Reactive Armor"
40		"Tracking Systems"
41			"Homing Missiles"
42			"Guided Missiles"
43		"Upgraded Turrets Lvl 2"
44			"Upgraded Turrets Lvl 3"
45		"Improved Detonators"
46	"Biology"
47		"Regenerative Armor"
48		"Bio Diesel Engine"
49		"Biological Weaponry"
50			"Biological Warhead"
51			"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"


Empires 2.2 Indexes

Coming Soon!!


Virtual Offsets

Empires 2.12 Offsets

// Auto reconstructed from vtable block @ 0x0090C900
// from "server_i486.so", by ida_vtables.idc
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 *)

Empires 2.2 Offsets

Tools

Theowningone's Empires API

A very useful set of functions to simplify the creation of sourcemod plugins for empires. It can be download from [Sourcemod.net] or [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)

/**
* 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)