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===Empires 2.2 Offsets===
===Empires 2.2 Offsets===
 
<pre>
// Auto reconstructed from vtable block @ 0x00BFDC60
// 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==

Revision as of 07:29, 13 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
// 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 *)

Empires 2.2 Offsets

// Auto reconstructed from vtable block @ 0x00BFDC60
// 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

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)