Sourcemod Resources: Difference between revisions

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==Virtual Offsets==
==Virtual Offsets==
<pre>
Coming soon in offsite link due to wiki limitations!
// Auto reconstructed from vtable block @ 0x00BFDC60
 
// from "server_i486.so", by ida_vtables.idc
==Dump files==
// These are windows offsets, To get the linux offset add 1
===Datamaps===
// Provided By Theowningone
Coming soon in offsite link due to wiki limitations!
0 CSDKPlayer::~CSDKPlayer()
 
1 CBaseEntity::SetRefEHandle(CBaseHandle  const&)
===Netprops===
2 CBaseEntity::GetRefEHandle(void)const
Coming soon in offsite link due to wiki limitations!
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==
Comming Soon!
Comming Soon!

Revision as of 21:23, 13 January 2009

Home > Sourcemod Resources

Current Version: v2.21

Empires 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			"HIT Warhead"			
12	"Chemistry"	
13		"Improved Flagration Compounds"		
14			"Explosive Tipped Bullets"			
15		"Improved Detonation Compounds"		
16			"Upgraded Grenades"			
17			"Explosive Shells"			
18		"Improved Warhead Compounds"		
19			"Upgraded Missile Warhead"			
20			"Upgraded Grenadier RPG"			
21				"Advanced Grenadier RPG"				
22		"Improved Heat Transfer Fluids"		
23			"Advanced Coolant Engine"				
24			"Absorbant Armor"			
25	"Mechanical Engineering"	
26		"Advanced Personnel Deployment"		
27		"Upgraded Chassis"		
28			"Medium Tank Chassis"			
29			"Artillery Tank Chassis"			
30			"Advanced Chassis"			
31				"Heavy 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"

Virtual Offsets

Coming soon in offsite link due to wiki limitations!

Dump files

Datamaps

Coming soon in offsite link due to wiki limitations!

Netprops

Coming soon in offsite link due to wiki limitations!


Tools

Comming Soon!