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Empires 2.12 Indexes
Vehicles
//These values are returned by the m_iChassis offset of the netclass CEmpTank //Found By Theowningone 0 "NF Jeep" 1 "NF APC" 2 "NF Light Tank" 3 "NF Med Tank" 4 "NF Heavy Tank" 5 "NF Arty Tank" 6 "Imperial Jeep" 7 "Imperial APC" 8 "Imperial AFV" 9 "Imperial Med Tank" 10 "Imperial Heavy Tank" 11 "Imperial Arty Tank" 12 "Imperial Commander" 13 "NF Commander"
Vehicle Weapons
//These values are returned by the m_iWeapon offset of the netclass CEmpTankTurret //Found By Theowningone 0 "Standard Machine Gun" 1 "Bio Machine Gun" 2 ".50 Caliber Medium Machine Gun" 3 ".50 Caliber Heavy Machine Gun" 4 "Anti-Tank Machine Gun" 5 "Anti-Tank Heavy Machine Gun" 6 "Chain Gun" 7 "Medium Chain Gun" 8 "Plasma Machine Gun" 9 "HE MG" 10 "Standard Cannon" 11 "Ranged Cannon" 12 "High Explosive Cannon" 13 "Plasma Cannon" 14 "Rail Gun" 15 "smallArtilleryCannon" 16 "medArtilleryCannon" 17 "High Explosive Artillery" 18 "Ranged Artillery Cannon" 19 "singleMissileLauncher" 20 "Upgraded Missile Launcher" 21 "Biological Warhead" 22 "Nuclear Warhead" 23 "salvoMissileLauncher" 24 "guidedMissileLauncher" 25 "Upgraded Guided ML" 26 "homingMissileLauncher" 27 "Upgraded Homing Missile Launcher" 28 "salvoHomingMissileLauncher" 29 "grenadeLauncher" 30 "Upgraded Grenade Launcher" 31 "smallBombBay" 32 "largeBombBay"
Research
//These values are returned by the Multiple Offsets of the netclass CResearchResource //Found By Theowningone 1 "Physics" 2 "Superheated Material Physics" 3 "Plasma Cannon Projectile" 4 "Plasma Bullet Projectile" 5 "Projectile Physics" 6 "Reflective Armor" 7 "Extended Range Cannon" 8 "Heavy Caliber Machine Gun" 9 "Nuclear Fission" 10 "Fission Reactor" 11 "Nuclear Warhead" 12 "Chemistry" 13 "Improved Flagration Compounds" 14 "Explosive Tipped Bullets" 15 "Improved Detonation Compounds" 16 "Upgraded Grenades" 17 "Explosive Shells" 18 "Improved Warhead Compounds" 19 "Upgraded Missile Warhead" 20 "Upgraded Grenadier RPG" 21 "Advanced Grenadier RPG" 22 "Improved Heat Transfer Fluids" 23 "Advanced Coolant Engine" 24 "Absorbant Materials" 25 "Absorbant Armor" 26 "Mechanical Engineering" 27 "Upgraded Chassis" 28 "Medium Tank Chassis" 29 "Advanced Chassis" 30 "Heavy Tank Chassis" 31 "Artillery Tank Chassis" 32 "Advanced Machining" 33 "Composite Armor" 34 "Gas Turbine Engine" 35 "Electrical Engineering" 36 "Advanced Magnet Research" 37 "Rail Gun" 38 "3 Phase Electric Motor" 39 "Reactive Armor" 40 "Tracking Systems" 41 "Homing Missiles" 42 "Guided Missiles" 43 "Upgraded Turrets Lvl 2" 44 "Upgraded Turrets Lvl 3" 45 "Improved Detonators" 46 "Biology" 47 "Regenerative Armor" 48 "Bio Diesel Engine" 49 "Biological Weaponry" 50 "Biological Warhead" 51 "Biological Projectile"
Vehicle Armor
//These values are found in Multiple Offsets of the netclass CEmpTank //Found By Theowningone offset+0 "Front" offset+4 "Back" offset+8 "Left" offset+12 "Right"
Player Classes
//These values are found in m_iEmpClass of the netclass CSDKPlayer //Found By Theowningone 0 "Scout" 1 "Rifleman" 2 "Grenadier" 3 "Engineer" 4 "Unknown(Never Appears)" 5 "None/Spectator"
Empires 2.2 Indexes
Coming Soon!!
Virtual Offsets
Empires 2.12 Offsets
// Auto reconstructed from vtable block @ 0x0090C900 // from "server_i486.so", by ida_vtables.idc 0 CSDKPlayer::~CSDKPlayer() 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 2 CBaseEntity::GetRefEHandle(void)const 3 CBaseEntity::GetCollideable(void) 4 CBaseEntity::GetNetworkable(void) 5 CBaseEntity::GetBaseEntity(void) 6 CBaseEntity::GetModelIndex(void)const 7 CBaseEntity::GetModelName(void)const 8 CBaseEntity::SetModelIndex(int) 9 CSDKPlayer::_GetClassName(void) 10 CSDKPlayer::GetServerClass(void) 11 CSDKPlayer::GetClassName(void) 12 CSDKPlayer::YouForgotToImplementOrDeclareServerClass(void) 13 CBasePlayer::GetDataDescMap(void) 14 CBaseAnimating::TestCollision(Ray_t const&,unsigned int,CGameTrace &) 15 CBaseAnimating::TestHitboxes(Ray_t const&,unsigned int,CGameTrace &) 16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *) 17 CBaseEntity::ShouldCollide(int,int)const 18 CBaseEntity::SetOwnerEntity(CBaseEntity*) 19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 20 CBasePlayer::UpdateTransmitState(void) 21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool) 22 CBasePlayer::GetTracerType(void) 23 CSDKPlayer::Spawn(void) 24 CSDKPlayer::Precache(void) 25 CBaseFlex::SetModel(char const*) 26 CBaseEntity::PostConstructor(char const*) 27 CBaseEntity::PostClientActive(void) 28 CBaseEntity::ParseMapData(CEntityMapData *) 29 CBaseEntity::KeyValue(char const*,char const*) 30 CBaseEntity::KeyValue(char const*,float) 31 CBaseEntity::KeyValue(char const*,Vector) 32 CBasePlayer::Activate(void) 33 CBaseEntity::SetParent(CBaseEntity*,int) 34 CBaseEntity::SetParentTemporary(CBaseEntity*,int) 35 CBasePlayer::ObjectCaps(void) 36 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 37 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 38 CBasePlayer::DrawDebugGeometryOverlays(void) 39 CBaseAnimating::DrawDebugTextOverlays(void) 40 CBasePlayer::Save(ISave &) 41 CBasePlayer::Restore(IRestore &) 42 CBasePlayer::ShouldSavePhysics(void) 43 CBaseEntity::OnSave(IEntitySaveUtils *) 44 CBasePlayer::OnRestore(void) 45 CBasePlayer::RequiredEdictIndex(void) 46 CBaseEntity::MoveDone(void) 47 CBaseEntity::Think(void) 48 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 49 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 50 CBaseAnimating::GetBaseAnimating(void) 51 CBaseEntity::GetResponseSystem(void) 52 CBaseEntity::DispatchResponse(char const*) 53 CBasePlayer::Classify(void) 54 CBaseEntity::DeathNotice(CBaseEntity*) 55 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) 56 CBaseEntity::GetAutoAimRadius(void) 57 CBaseEntity::GetAutoAimCenter(void) 58 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 59 CSDKPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) 61 CSDKPlayer::OnTakeDamage(CTakeDamageInfo const&) 62 CBasePlayer::TakeHealth(float,int) 63 CSDKPlayer::Event_Killed(CTakeDamageInfo const&) 64 CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo const&) 65 CBaseCombatCharacter::BloodColor(void) 66 CBaseEntity::IsTriggered(CBaseEntity*) 67 CBaseEntity::IsNPC(void)const 68 CBaseCombatCharacter::MyCombatCharacterPointer(void) 69 CBaseEntity::GetDelay(void) 70 CBaseEntity::IsMoving(void) 71 CBaseEntity::DamageDecal(int,int) 72 CBaseEntity::DecalTrace(CGameTrace *,char const*) 73 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 74 CBaseEntity::OnControls(CBaseEntity*) 75 CBaseEntity::HasTarget(string_t) 76 CBasePlayer::IsPlayer(void)const 77 CBaseEntity::IsVehicle(void)const 78 CBaseEntity::IsAircraft(void)const 79 CBaseEntity::IsBuilding(void)const 80 CBasePlayer::IsNetClient(void) 81 CBaseEntity::IsTemplate(void) 82 CBaseEntity::IsBaseObject(void)const 83 CBaseEntity::GetServerVehicle(void) 84 CBaseEntity::IsViewable(void) 85 CSDKPlayer::ChangeTeam(int) 86 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 87 CBaseEntity::CanStandOn(CBaseEntity*)const 88 CBaseEntity::CanStandOn(edict_t *)const 89 CBaseEntity::GetEnemy(void) 90 CBaseEntity::GetEnemy(void)const 91 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 92 CBaseEntity::StartTouch(CBaseEntity*) 93 CBasePlayer::Touch(CBaseEntity *) 94 CBaseEntity::EndTouch(CBaseEntity*) 95 CBaseEntity::StartBlocked(CBaseEntity*) 96 CBaseEntity::Blocked(CBaseEntity*) 97 CBaseEntity::EndBlocked(void) 98 CBasePlayer::PhysicsSimulate(void) 99 CBasePlayer::UpdateOnRemove(void) 100 CBaseEntity::StopLoopingSounds(void) 101 CBaseEntity::SUB_AllowedToFade(void) 102 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*) 103 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 104 CBasePlayer::MakeTracer(Vector const&,CGameTrace const&,int) 105 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 106 CBasePlayer::DoImpactEffect(CGameTrace &,int) 107 CBaseEntity::Respawn(void) 108 CBaseEntity::IsLockedByMaster(void) 109 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &) 110 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 111 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 112 CBasePlayer::NetworkStateChanged_m_iHealth(void) 113 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 114 CBasePlayer::NetworkStateChanged_m_lifeState(void) 115 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 116 CBaseEntity::NetworkStateChanged_m_takedamage(void) 117 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 118 CBaseEntity::GetDamageType(void)const 119 CBaseEntity::GetDamage(void) 120 CBaseEntity::SetDamage(float) 121 CBasePlayer::EyePosition(void) 122 CBasePlayer::EyeAngles(void) 123 CBasePlayer::LocalEyeAngles(void) 124 CBaseEntity::EarPosition(void) 125 CBasePlayer::BodyTarget(Vector const&,bool) 126 CBaseEntity::HeadTarget(Vector const&) 127 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 128 CBaseEntity::GetViewOffset(void) 129 CBasePlayer::GetSmoothedVelocity(void) 130 CBaseAnimating::GetVelocity(Vector *,Vector *) 131 CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **) 132 CBaseCombatCharacter::FVisible(Vector const&,int,CBaseEntity **) 133 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *) 134 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 135 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 136 CBaseEntity::CanBePoweredUp(void) 137 CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *) 138 CBaseEntity::GetGroundVelocityToApply(Vector &) 139 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 140 CBaseEntity::Splash(void) 141 CBaseEntity::WorldSpaceCenter(void)const 142 CBaseEntity::GetSoundEmissionOrigin(void)const 143 CBaseEntity::CreateVPhysics(void) 144 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 145 CBasePlayer::VPhysicsDestroyObject(void) 146 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 147 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 148 CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *) 149 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *) 150 CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *) 151 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int) 152 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 153 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int) 154 CBaseEntity::HasPhysicsAttacker(float) 155 CBasePlayer::PhysicsSolidMaskForEntity(void)const 156 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 157 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 158 CBaseAnimating::GetStepOrigin(void)const 159 CBaseAnimating::GetStepAngles(void)const 160 CBaseEntity::ShouldDrawWaterImpacts(void) 161 CBaseEntity::NetworkStateChanged_m_fFlags(void) 162 CBaseEntity::NetworkStateChanged_m_fFlags(void *) 163 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 164 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 165 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 166 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 167 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 168 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 169 CBasePlayer::NetworkStateChanged_m_flFriction(void) 170 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 171 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 172 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 173 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 174 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 175 CBaseAnimating::GetIdealSpeed(void)const 176 CBaseAnimating::GetIdealAccel(void)const 177 CBaseAnimatingOverlay::StudioFrameAdvance(void) 178 CBaseAnimating::IsActivityFinished(void) 179 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 180 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 181 CBaseAnimating::IsRagdoll(void) 182 CBaseAnimating::CanBecomeRagdoll(void) 183 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 184 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 185 CBaseAnimating::SetupBones(matrix3x4_t *,int) 186 CBaseAnimating::CalculateIKLocks(float) 187 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 188 CBaseAnimating::HandleAnimEvent(animevent_t *) 189 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 190 CBaseAnimating::InitBoneControllers(void) 191 CBaseAnimating::GetGroundSpeedVelocity(void) 192 CBaseAnimating::Ignite(float,bool,float,bool) 193 CBaseAnimating::Extinguish(void) 194 CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *) 195 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 196 CBaseFlex::SetViewtarget(Vector const&) 197 CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *) 198 CBaseFlex::ProcessSceneEvents(void) 199 CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *) 200 CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool) 201 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *) 202 CBaseCombatCharacter::GetPhysicsImpactDamageTable(void) 203 CBaseCombatCharacter::FInViewCone(CBaseEntity *) 204 CBaseCombatCharacter::FInViewCone(Vector const&) 205 CBaseCombatCharacter::FInAimCone(CBaseEntity *) 206 CBaseCombatCharacter::FInAimCone(Vector const&) 207 CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) 208 CBaseCombatCharacter::FindMissTarget(void) 209 CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*) 210 CBasePlayer::BodyAngles(void) 211 CBaseCombatCharacter::BodyDirection2D(void) 212 CBaseCombatCharacter::BodyDirection3D(void) 213 CBaseCombatCharacter::HeadDirection2D(void) 214 CBaseCombatCharacter::HeadDirection3D(void) 215 CBaseCombatCharacter::EyeDirection2D(void) 216 CBaseCombatCharacter::EyeDirection3D(void) 217 CBaseCombatCharacter::GiveAmmo(int,int,bool) 218 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 219 CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *) 220 CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *) 221 CBasePlayer::Weapon_Equip(CBaseCombatWeapon *) 222 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *) 223 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector const*,Vector const*) 224 CSDKPlayer::Weapon_Switch(CBaseCombatWeapon *,int) 225 CBasePlayer::Weapon_ShootPosition(void) 226 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon *) 227 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *) 228 CBaseCombatCharacter::Weapon_GetSlot(int)const 229 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *) 230 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *) 231 CBaseCombatCharacter::CanBecomeServerRagdoll(void) 232 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 233 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 234 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 235 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *) 236 CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *) 237 CBaseCombatCharacter::GetDeathActivity(void) 238 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 239 CBaseCombatCharacter::CorpseFade(void) 240 CBaseCombatCharacter::HasHumanGibs(void) 241 CBaseCombatCharacter::HasAlienGibs(void) 242 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 243 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 244 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 245 CBasePlayer::Event_Dying(void) 246 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&,Vector const&) 247 CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *) 248 CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector const&,float,int) 249 CBaseCombatCharacter::CheckTraceHullAttack(float,Vector const&,Vector const&,int,int,float,bool) 250 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&,Vector const&,Vector const&,Vector const&,int,int,float,bool) 251 CBaseCombatCharacter::PushawayTouch(CBaseEntity *) 252 CBaseCombatCharacter::IRelationType(CBaseEntity *) 253 CBaseCombatCharacter::IRelationPriority(CBaseEntity *) 254 CBaseCombatCharacter::IsInAVehicle(void) 255 CBasePlayer::GetVehicle(void) 256 CBasePlayer::GetVehicleEntity(void) 257 CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *) 258 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *) 259 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *) 260 CBasePlayer::DoMuzzleFlash(void) 261 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int) 262 CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *) 263 CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int) 264 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *) 265 CBasePlayer::NetworkStateChanged_m_iAmmo(void) 266 CBasePlayer::NetworkStateChanged_m_iAmmo(void *) 267 CSDKPlayer::CreateViewModel(int) 268 CSDKPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 269 CSDKPlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 270 CBasePlayer::SharedSpawn(void) 271 CSDKPlayer::InitialSpawn(void) 272 CBasePlayer::InitHUD(void) 273 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 274 CBasePlayer::PlayerDeathThink(void) 275 CBasePlayer::Jump(void) 276 CBasePlayer::Duck(void) 277 CSDKPlayer::PreThink(void) 278 CSDKPlayer::PostThink(void) 279 CBasePlayer::DamageEffect(float,int) 280 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 281 CBasePlayer::ShouldFadeOnDeath(void) 282 CBasePlayer::IsFakeClient(void)const 283 CBasePlayer::GetPlayerMins(void)const 284 CBasePlayer::GetPlayerMaxs(void)const 285 CBasePlayer::CalcRoll(QAngle const&,Vector const&,float,float) 286 CBasePlayer::PackDeadPlayerItems(void) 287 CBasePlayer::RemoveAllItems(bool) 288 CBasePlayer::Weapon_TracerPosition(void) 289 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 290 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *) 291 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 292 CBasePlayer::UpdateClientData(void) 293 CBasePlayer::ExitLadder(void) 294 CSDKPlayer::FlashlightIsOn(void) 295 CSDKPlayer::FlashlightTurnOn(void) 296 CSDKPlayer::FlashlightTurnOff(void) 297 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 298 CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 299 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 300 CBasePlayer::DeathSound(CTakeDamageInfo const&) 301 CSDKPlayer::SetAnimation(PLAYER_ANIM) 302 CBasePlayer::ImpulseCommands(void) 303 CSDKPlayer::CheatImpulseCommands(int) 304 CSDKPlayer::ClientCommand(char const*) 305 CBasePlayer::StartObserverMode(int) 306 CBasePlayer::StopObserverMode(void) 307 CBasePlayer::SetObserverMode(int) 308 CBasePlayer::GetObserverMode(void) 309 CBasePlayer::SetObserverTarget(CBaseEntity *) 310 CBasePlayer::ObserverUse(bool) 311 CBasePlayer::GetObserverTarget(void) 312 CBasePlayer::FindNextObserverTarget(bool) 313 CBasePlayer::IsValidObserverTarget(CBaseEntity *) 314 CBasePlayer::CheckObserverSettings(void) 315 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 316 CBasePlayer::ForceObserverMode(int) 317 CBasePlayer::ResetObserverMode(void) 318 CBasePlayer::StartReplayMode(float,float,int) 319 CBasePlayer::StopReplayMode(void) 320 CBasePlayer::GetDelayTicks(void) 321 CBasePlayer::GetReplayEntity(void) 322 CBasePlayer::CreateCorpse(void) 323 CBasePlayer::EntSelectSpawnPoint(void) 324 CBasePlayer::GetInVehicle(IServerVehicle *,int) 325 CSDKPlayer::LeaveVehicle(Vector const&,QAngle const&) 326 CBasePlayer::OnVehicleStart(void) 327 CBasePlayer::OnVehicleEnd(Vector &) 328 CBasePlayer::BumpWeapon(CBaseCombatWeapon *) 329 CBasePlayer::SelectLastItem(void) 330 CBasePlayer::SelectItem(char const*,int) 331 CBasePlayer::ItemPostFrame(void) 332 CBasePlayer::GiveNamedItem(char const*,int) 333 CBasePlayer::CheckTrainUpdate(void) 334 CBasePlayer::SetPlayerUnderwater(bool) 335 CBasePlayer::CanBreatheUnderwater(void)const 336 CBasePlayer::PlayerUse(void) 337 CBasePlayer::PlayUseDenySound(void) 338 CBasePlayer::FindUseEntity(void) 339 CSDKPlayer::IsUseableEntity(CBaseEntity *,unsigned int) 340 CBasePlayer::PickupObject(CBaseEntity *,bool) 341 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 342 CBasePlayer::GetHeldObjectMass(IPhysicsObject *) 343 CBasePlayer::UpdateGeigerCounter(void) 344 CBasePlayer::GetAutoaimVector(float) 345 CBasePlayer::GetAutoaimVector(float,float) 346 CBasePlayer::GetAutoaimVector(autoaim_params_t &) 347 CBasePlayer::ShouldAutoaim(void) 348 CBasePlayer::ForceClientDllUpdate(void) 349 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 350 CBasePlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 351 CBasePlayer::CanSpeak(void) 352 CBasePlayer::CanHearChatFrom(CBasePlayer*) 353 CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &) 354 CBasePlayer::CheckChatText(char *,int) 355 CBasePlayer::IsFollowingPhysics(void) 356 CBasePlayer::InitVCollision(void) 357 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 358 CBasePlayer::EquipSuit(bool) 359 CBasePlayer::RemoveSuit(void) 360 CSDKPlayer::CommitSuicide(void) 361 CBasePlayer::IsBot(void)const 362 CSDKPlayer::IsCommander(void) 363 CBasePlayer::SpawnArmorValue(void)const 364 CBasePlayer::NetworkStateChanged_m_ArmorValue(void) 365 CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)
Empires 2.2 Offsets
Tools
Theowningone's Empires API
A very useful set of functions to simplify the creation of sourcemod plugins for empires. It can be download from [Sourcemod.net] or [Theowningone.info].
/* * Empires API * * Created By Theowningone * Version: 1.2 * http://www.theowningone.info/ * http://www.borgamers.com/ */ /******************** * --> Is Stocks <-- * ********************/ /** * Is Player Squad Leader * * @param client Client Index * @return 1 if leader, 0 if other */ stock IsSquadLeader(client) /** * Is Player Commander * * @param client Client Index * @return 1 if comm, 0 if other */ stock IsComm(client) /** * Is Player In Vehicle * * @param client Client Index * @return 1 if in vehicle, 0 if not */ stock IsInVehicle(client) /********************** * --> Team Stocks <-- * **********************/ /** * Retrieves NF Resources. * * @return NF Resources */ stock GetNFResources() /** * Sets NF Resources. * * @noreturn */ stock SetNFResources(amount) /** * Retrieves BE Resources. * * @return BE Resources */ stock GetBEResources() /** * Sets BE Resources. * * @noreturn */ stock SetBEResources(amount) /** * Retrieves NF Reinforcements * * @return NF Reinforcements */ stock GetNFReinforcements() /** * Sets NF Reinforcements * * @noreturn */ stock SetNFReinforcements(amount) /** * Retrieves BE Reinforcements * * @return BE Reinforcements */ stock GetBEReinforcements() /** * Sets BE Reinforcements * * @noreturn */ stock SetBEReinforcements(amount) /** * Is Researched * * @param team Team Index * @param index Research Index * @return 1 if researched, 0 if not */ stock IsResearched(team, index) /** * Current Research * * @param team Team Index * @return Research Index */ stock CurrentResearch(team) /** * Current Research Name * * @param team Team Index * @param buffer Buffer to hold the research name * @param size Len of the buffer * @return Research Index */ stock CurrentResearchName(team, String:buffer[], size) /** * Set Research * * @param team Team Index * @param index Research Index * @param status weather to research or not * @noreturn */ stock SetResearch(team, index, bool:status) /************************* * --> Vehicle Stocks <-- * *************************/ /** * Get Vehicle Occupants * * @param ent Vehicle Entity Index * @return Amount of clients in vehicle */ stock GetVehicleOccupants(ent) /** * Get Vehicle Driver * * @param ent Vehicle Entity Index * @return Client Index of Driver (0 if none, -1 if invalid entity) */ stock GetVehicleDriver(ent) /** * Set Vehicle Armor * * @param ent Vehicle Entity Index * @param side side of armor (1 is front, 2 is back, 3 is left, 4 is right) * @param front Health to set armor to * @return -1 on error, 0 on success */ stock SetVehicleArmor(ent, side, Float:health) /** * Get Vehicle Armor * * @param ent Vehicle Entity Index * @param side side of armor (1 is front, 2 is back, 3 is left, 4 is right) * @return Armor Health (-1.0 on error) */ stock Float:GetVehicleArmor(ent, side) /** * Set Vehicle Hull * * @param ent Vehicle Entity Index * @param health Health to set hull to * @return -1 on error, 0 on success */ stock SetVehicleHull(ent, Float:health) /** * Get Vehicle Hull * * @param ent Vehicle Entity Index * @return Hull Health (-1.0 on error) */ stock Float:GetVehicleHull(ent) /** * Set Vehicle Heat * * @param ent Vehicle Entity Index * @param heat Heat to set for vehicle * @return -1 on error, 0 on success */ stock SetVehicleHeat(ent, Float:heat) /** * Get Vehicle Heat * * @param ent Vehicle Entity Index * @return Vehicle Heat (-1.0 on error) */ stock Float:GetVehicleHeat(ent) /** * Get Vehicle Class * * @param ent Vehicle Entity Index * @return Vehicle Class (-1 on error) */ stock GetVehicleClass(ent) /** * Get Vehicle Class Name * * @param ent Vehicle Entity Index * @param buffer Buffer to hold the vehicle class name * @param size Len of the buffer * @return Vehicle Class (-1 on error) */ stock GetVehicleClassName(ent, String:buffer[], size) /** * Get Client Vehicle * * @param client Client Index * @return Client Vehicle Entity Index (-1 is error, 0 is none) */ stock GetPlayerVehicle(client) /** * Get Cannon Entity * * @param ent Vehicle Entity Index * @return Cannon Entity Index */ stock GetCannonEnt(ent) /** * Get Turret Entity * * @param ent Vehicle Entity Index * @return Turret Entity Index */ stock GetTurretEnt(ent) /********************** * --> Misc Stocks <-- * **********************/ /** * Retrieves a player's squad number * * @param client Client Index * @return Player squad index (0 is none) */ stock GetPlayerSquadNum(client) /** * Retrieves a player's squad name * * @param client Client Index * @param buffer Buffer to hold the squad name * @param size Len of the buffer * @return Player squad index */ stock GetPlayerSquadName(client, String:buffer[], size) /** * Retrieves a player's score * * @param client Client Index * @return Player score */ stock GetPlayerScore(client) /** * Retrieves a player's class * * @param client Client Index * @return Player class (0 is scout, 1 is rifleman, 2 is gren, 3 is engy, 5 is spec) */ stock GetPlayerClassNum(client) /** * Retrieves a player's class * * @param client Client Index * @param buffer Buffer to hold the class name * @param size Len of the buffer * @return Player class index */ stock GetPlayerClassName(client, String:buffer[], size)