tjdgns9246
01-26-2012, 08:58
hello modders.
i have made plugin using vtable function.
and now, when i run my function, server crashes.
so i wondered if my setting was going wrong or not.
the point is what is proper SDKCallType for CBaseCombatWeapon offset?
// Auto reconstructed from vtable block @ 0x00CA5820
// from "server.so", by ida_vtables.idc
0 CBaseCombatWeapon::~CBaseCombatWeapon()
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 CBaseCombatWeapon::GetServerClass(void)
10 CBaseCombatWeapon::YouForgotToImplementOrDecl areServerClass(void)
11 CBaseCombatWeapon::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 CBaseEntity::ShouldTransmit(CCheckTransmitInf o const*)
18 CBaseCombatWeapon::UpdateTransmitState(void)
19 CBaseAnimating::SetTransmit(CCheckTransmitInf o *,bool)
20 CBaseEntity::GetTracerType(void)
21 CBaseCombatWeapon::Spawn(void)
22 CBaseCombatWeapon::Precache(void)
23 CBaseAnimating::SetModel(char const*)
24 CEconEntity::OnNewModel(void)
25 CBaseEntity::PostConstructor(char const*)
26 CBaseEntity::PostClientActive(void)
27 CBaseEntity::ParseMapData(CEntityMapData *)
28 CBaseEntity::KeyValue(char const*,char const*)
29 CBaseEntity::KeyValue(char const*,float)
30 CBaseEntity::KeyValue(char const*,Vector const&)
31 CBaseEntity::GetKeyValue(char const*,char *,int)
32 CBaseCombatWeapon::Activate(void)
33 CBaseEntity::SetParent(CBaseEntity*,int)
34 CBaseCombatWeapon::ObjectCaps(void)
35 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,in t)
36 CBaseAnimating::GetInputDispatchEffectPositio n(char const*,Vector &,QAngle &)
37 CBaseEntity::DrawDebugGeometryOverlays(void)
38 CBaseAnimating::DrawDebugTextOverlays(void)
39 CBaseEntity::Save(ISave &)
40 CBaseAnimating::Restore(IRestore &)
41 CBaseEntity::ShouldSavePhysics(void)
42 CBaseEntity::OnSave(IEntitySaveUtils *)
43 CBaseAnimating::OnRestore(void)
44 CBaseEntity::RequiredEdictIndex(void)
45 CBaseEntity::MoveDone(void)
46 CBaseEntity::Think(void)
47 CBaseCombatWeapon::NetworkStateChanged_m_nNex tThinkTick(void)
48 CBaseCombatWeapon::NetworkStateChanged_m_nNex tThinkTick(void *)
49 CBaseAnimating::GetBaseAnimating(void)
50 CBaseEntity::GetResponseSystem(void)
51 CBaseEntity::DispatchResponse(char const*)
52 CBaseEntity::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(CTakeDamageIn fo const&)
59 CBaseEntity::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntit y*)
61 CBaseEntity::OnTakeDamage(CTakeDamageInfo const&)
62 CBaseEntity::AdjustDamageDirection(CTakeDamag eInfo const&,Vector &,CBaseEntity*)
63 CBaseEntity::TakeHealth(float,int)
64 CBaseEntity::IsAlive(void)
65 CBaseEntity::Event_Killed(CTakeDamageInfo const&)
66 CBaseEntity::Event_KilledOther(CBaseEntity*,C TakeDamageInfo const&)
67 CBaseEntity::BloodColor(void)
68 CBaseEntity::IsTriggered(CBaseEntity*)
69 CBaseEntity::IsNPC(void)const
70 CBaseEntity::MyCombatCharacterPointer(void)
71 CBaseEntity::MyNextBotPointer(void)
72 CBaseEntity::GetDelay(void)
73 CBaseEntity::IsMoving(void)
74 CBaseEntity::DamageDecal(int,int)
75 CBaseEntity::DecalTrace(CGameTrace *,char const*)
76 CBaseEntity::ImpactTrace(CGameTrace *,int,char const*)
77 CBaseEntity::OnControls(CBaseEntity*)
78 CBaseEntity::HasTarget(string_t)
79 CBaseEntity::IsPlayer(void)const
80 CBaseEntity::IsNetClient(void)const
81 CBaseEntity::IsTemplate(void)
82 CBaseEntity::IsBaseObject(void)const
83 CBaseEntity::IsBaseTrain(void)const
84 CBaseCombatWeapon::IsBaseCombatWeapon(void)co nst
85 CBaseEntity::IsWearable(void)const
86 CBaseCombatWeapon::MyCombatWeaponPointer(void )
87 CBaseEntity::GetServerVehicle(void)
88 CBaseEntity::IsViewable(void)
89 CBaseEntity::ChangeTeam(int)
90 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
91 CBaseEntity::CanStandOn(CBaseEntity*)const
92 CBaseEntity::CanStandOn(edict_t *)const
93 CBaseEntity::GetEnemy(void)
94 CBaseEntity::GetEnemy(void)const
95 CBaseCombatWeapon::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)
96 CBaseEntity::StartTouch(CBaseEntity*)
97 CBaseEntity::Touch(CBaseEntity*)
98 CBaseEntity::EndTouch(CBaseEntity*)
99 CBaseEntity::StartBlocked(CBaseEntity*)
100 CBaseEntity::Blocked(CBaseEntity*)
101 CBaseEntity::EndBlocked(void)
102 CBaseEntity::PhysicsSimulate(void)
103 CEconEntity::UpdateOnRemove(void)
104 CBaseEntity::StopLoopingSounds(void)
105 CBaseEntity::SUB_AllowedToFade(void)
106 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*)
107 CBaseEntity::NotifySystemEvent(CBaseEntity*,n otify_system_event_t,notify_system_event_para ms_t const&)
108 CBaseCombatWeapon::MakeTracer(Vector const&,CGameTrace const&,int)
109 CBaseEntity::GetTracerAttachment(void)
110 CBaseEntity::FireBullets(FireBulletsInfo_t const&)
111 CBaseEntity::DoImpactEffect(CGameTrace &,int)
112 CBaseEntity::ModifyFireBulletsDamage(CTakeDam ageInfo *)
113 CBaseCombatWeapon::Respawn(void)
114 CBaseEntity::IsLockedByMaster(void)
115 CBaseEntity::GetMaxHealth(void)const
116 CBaseAnimating::ModifyOrAppendCriteria(AI_Cri teriaSet &)
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth (void)
118 CBaseEntity::NetworkStateChanged_m_iMaxHealth (void *)
119 CBaseEntity::NetworkStateChanged_m_iHealth(vo id)
120 CBaseEntity::NetworkStateChanged_m_iHealth(vo id *)
121 CBaseEntity::NetworkStateChanged_m_lifeState( void)
122 CBaseEntity::NetworkStateChanged_m_lifeState( void *)
123 CBaseEntity::NetworkStateChanged_m_takedamage (void)
124 CBaseEntity::NetworkStateChanged_m_takedamage (void *)
125 CBaseEntity::GetDamageType(void)const
126 CBaseEntity::GetDamage(void)
127 CBaseEntity::SetDamage(float)
128 CBaseEntity::EyePosition(void)
129 CBaseEntity::EyeAngles(void)
130 CBaseEntity::LocalEyeAngles(void)
131 CBaseEntity::EarPosition(void)
132 CBaseEntity::BodyTarget(Vector const&,bool)
133 CBaseEntity::HeadTarget(Vector const&)
134 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
135 CBaseEntity::GetViewOffset(void)const
136 CBaseEntity::SetViewOffset(Vector const&)
137 CBaseEntity::GetSmoothedVelocity(void)
138 CBaseAnimating::GetVelocity(Vector *,Vector *)
139 CBaseEntity::FVisible(CBaseEntity*,int,CBaseE ntity**)
140 CBaseEntity::FVisible(Vector const&,int,CBaseEntity**)
141 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
142 CBaseEntity::GetAttackDamageScale(CBaseEntity *)
143 CBaseEntity::GetReceivedDamageScale(CBaseEnti ty*)
144 CBaseEntity::GetGroundVelocityToApply(Vector &)
145 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float)
146 CBaseEntity::Splash(void)
147 CBaseEntity::WorldSpaceCenter(void)const
148 CBaseEntity::GetSoundEmissionOrigin(void)cons t
149 CBaseEntity::IsDeflectable(void)
150 CBaseEntity::Deflected(CBaseEntity*,Vector &)
151 CBaseEntity::CreateVPhysics(void)
152 CBaseEntity::ForceVPhysicsCollide(CBaseEntity *)
153 CBaseEntity::VPhysicsDestroyObject(void)
154 CBaseEntity::VPhysicsUpdate(IPhysicsObject *)
155 CBaseEntity::VPhysicsTakeDamage(CTakeDamageIn fo const&)
156 CBaseEntity::VPhysicsShadowCollision(int,game vcollisionevent_t *)
157 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObj ect *)
158 CBaseEntity::VPhysicsCollision(int,gamevcolli sionevent_t *)
159 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
160 CBaseEntity::UpdatePhysicsShadowToCurrentPosi tion(float)
161 CBaseEntity::VPhysicsGetObjectList(IPhysicsOb ject **,int)
162 CBaseEntity::VPhysicsIsFlesh(void)
163 CBaseEntity::HasPhysicsAttacker(float)
164 CBaseEntity::PhysicsSolidMaskForEntity(void)c onst
165 CBaseEntity::ResolveFlyCollisionCustom(CGameT race &,Vector &)
166 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
167 CBaseAnimating::GetStepOrigin(void)const
168 CBaseAnimating::GetStepAngles(void)const
169 CBaseEntity::ShouldDrawWaterImpacts(void)
170 CBaseEntity::NetworkStateChanged_m_fFlags(voi d)
171 CBaseEntity::NetworkStateChanged_m_fFlags(voi d *)
172 CBaseEntity::NetworkStateChanged_m_nWaterLeve l(void)
173 CBaseEntity::NetworkStateChanged_m_nWaterLeve l(void *)
174 CBaseEntity::NetworkStateChanged_m_hGroundEnt ity(void)
175 CBaseEntity::NetworkStateChanged_m_hGroundEnt ity(void *)
176 CBaseEntity::NetworkStateChanged_m_vecBaseVel ocity(void)
177 CBaseEntity::NetworkStateChanged_m_vecBaseVel ocity(void *)
178 CBaseEntity::NetworkStateChanged_m_flFriction (void)
179 CBaseEntity::NetworkStateChanged_m_flFriction (void *)
180 CBaseEntity::NetworkStateChanged_m_vecVelocit y(void)
181 CBaseEntity::NetworkStateChanged_m_vecVelocit y(void *)
182 CBaseEntity::NetworkStateChanged_m_vecViewOff set(void)
183 CBaseEntity::NetworkStateChanged_m_vecViewOff set(void *)
184 CBaseAnimating::GetIdealSpeed(void)const
185 CBaseAnimating::GetIdealAccel(void)const
186 CBaseAnimating::StudioFrameAdvance(void)
187 CBaseAnimating::SetSequence(int)
188 CBaseAnimating::IsActivityFinished(void)
189 CBaseAnimating::GetSequenceGroundSpeed(CStudi oHdr *,int)
190 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*)
191 CBaseAnimating::BecomeRagdollOnClient(Vector const&)
192 CBaseAnimating::IsRagdoll(void)
193 CBaseAnimating::CanBecomeRagdoll(void)
194 CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
195 CBaseAnimating::GetBoneTransform(int,matrix3x 4_t &)
196 CBaseAnimating::SetupBones(matrix3x4_t *,int)
197 CBaseAnimating::CalculateIKLocks(float)
198 CBaseAnimating::DispatchAnimEvents(CBaseAnima ting*)
199 CBaseCombatWeapon::HandleAnimEvent(animevent_ t *)
200 CBaseAnimating::PopulatePoseParameters(void)
201 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
202 CBaseAnimating::InitBoneControllers(void)
203 CBaseAnimating::GetGroundSpeedVelocity(void)
204 CBaseAnimating::Ignite(float,bool,float,bool)
205 CBaseAnimating::IgniteLifetime(float)
206 CBaseAnimating::IgniteNumHitboxFires(int)
207 CBaseAnimating::IgniteHitboxFireScale(float)
208 CBaseAnimating::Extinguish(void)
209 CBaseAnimating::SetLightingOriginRelative(CBa seEntity *)
210 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
211 CBaseCombatWeapon::GiveTo(CBaseEntity *)
212 CEconEntity::CalculateVisibleClassFor(CBaseCo mbatCharacter *)
213 CEconEntity::GetAttributeManager(void)
214 CEconEntity::GetAttributeContainer(void)
215 CEconEntity::GetAttributeOwner(void)
216 CEconEntity::GetAttributeList(void)
217 CEconEntity::ReapplyProvision(void)
218 CEconEntity::UpdateBodygroups(CBaseCombatChar acter *,int)
219 CEconEntity::TranslateViewmodelHandActivityIn ternal(Activity)
220 CBaseCombatWeapon::IsPredicted(void)const
221 CBaseCombatWeapon::GetSubType(void)
222 CBaseCombatWeapon::SetSubType(int)
223 CBaseCombatWeapon::Equip(CBaseCombatCharacter *)
224 CBaseCombatWeapon::Drop(Vector const&)
225 CBaseCombatWeapon::UpdateClientData(CBasePlay er *)
226 CBaseCombatWeapon::IsAllowedToSwitch(void)
227 CBaseCombatWeapon::CanBeSelected(void)
228 CBaseCombatWeapon::VisibleInWeaponSelection(v oid)
229 CBaseCombatWeapon::HasAmmo(void)
230 CBaseCombatWeapon::SetPickupTouch(void)
231 CBaseCombatWeapon::DefaultTouch(CBaseEntity *)
232 CBaseCombatWeapon::ShouldDisplayAltFireHUDHin t(void)
233 CBaseCombatWeapon::DisplayAltFireHudHint(void )
234 CBaseCombatWeapon::RescindAltFireHudHint(void )
235 CBaseCombatWeapon::ShouldDisplayReloadHUDHint (void)
236 CBaseCombatWeapon::DisplayReloadHudHint(void)
237 CBaseCombatWeapon::RescindReloadHudHint(void)
238 CBaseCombatWeapon::SetViewModelIndex(int)
239 CBaseCombatWeapon::SendWeaponAnim(int)
240 CBaseCombatWeapon::SendViewModelAnim(int)
241 CBaseCombatWeapon::SetViewModel(void)
242 CBaseCombatWeapon::HasWeaponIdleTimeElapsed(v oid)
243 CBaseCombatWeapon::SetWeaponIdleTime(float)
244 CBaseCombatWeapon::GetWeaponIdleTime(void)
245 CBaseCombatWeapon::HasAnyAmmo(void)
246 CBaseCombatWeapon::HasPrimaryAmmo(void)
247 CBaseCombatWeapon::HasSecondaryAmmo(void)
248 CBaseCombatWeapon::CanHolster(void)
249 CBaseCombatWeapon::DefaultDeploy(char *,char *,int,char *)
250 CBaseCombatWeapon::CanDeploy(void)
251 CBaseCombatWeapon::Deploy(void)
252 CBaseCombatWeapon::Holster(CBaseCombatWeapon* )
253 CBaseCombatWeapon::GetLastWeapon(void)
254 CBaseCombatWeapon::SetWeaponVisible(bool)
255 CBaseCombatWeapon::IsWeaponVisible(void)
256 CBaseCombatWeapon::ReloadOrSwitchWeapons(void )
257 CBaseCombatWeapon::OnActiveStateChanged(int)
258 CBaseCombatWeapon::HolsterOnDetach(void)
259 CBaseCombatWeapon::IsHolstered(void)
260 CBaseCombatWeapon::Detach(void)
261 CBaseCombatWeapon::ItemPreFrame(void)
262 CBaseCombatWeapon::ItemPostFrame(void)
263 CBaseCombatWeapon::ItemBusyFrame(void)
264 CBaseCombatWeapon::ItemHolsterFrame(void)
265 CBaseCombatWeapon::WeaponIdle(void)
266 CBaseCombatWeapon::HandleFireOnEmpty(void)
267 CBaseCombatWeapon::ShouldBlockPrimaryFire(voi d)
268 CBaseCombatWeapon::IsWeaponZoomed(void)
269 CBaseCombatWeapon::CheckReload(void)
270 CBaseCombatWeapon::FinishReload(void)
271 CBaseCombatWeapon::AbortReload(void)
272 CBaseCombatWeapon::Reload(void)
273 CBaseCombatWeapon::PrimaryAttack(void)
274 CBaseCombatWeapon::SecondaryAttack(void)
275 CBaseCombatWeapon::GetPrimaryAttackActivity(v oid)
276 CBaseCombatWeapon::GetSecondaryAttackActivity (void)
277 CBaseCombatWeapon::GetDrawActivity(void)
278 CBaseCombatWeapon::GetDefaultAnimSpeed(void)
279 CBaseCombatWeapon::GetBulletType(void)
280 CBaseCombatWeapon::GetBulletSpread(void)
281 CBaseCombatWeapon::GetBulletSpread(WeaponProf iciency_t)
282 CBaseCombatWeapon::GetSpreadBias(WeaponProfic iency_t)
283 CBaseCombatWeapon::GetFireRate(void)
284 CBaseCombatWeapon::GetMinBurst(void)
285 CBaseCombatWeapon::GetMaxBurst(void)
286 CBaseCombatWeapon::GetMinRestTime(void)
287 CBaseCombatWeapon::GetMaxRestTime(void)
288 CBaseCombatWeapon::GetRandomBurst(void)
289 CBaseCombatWeapon::WeaponSound(WeaponSound_t, float)
290 CBaseCombatWeapon::StopWeaponSound(WeaponSoun d_t)
291 CBaseCombatWeapon::GetProficiencyValues(void)
292 CBaseCombatWeapon::GetMaxAutoAimDeflection(vo id)
293 CBaseCombatWeapon::WeaponAutoAimScale(void)
294 CBaseCombatWeapon::StartSprinting(void)
295 CBaseCombatWeapon::StopSprinting(void)
296 CBaseCombatWeapon::GetDamage(float,int)
297 CBaseCombatWeapon::SetActivity(Activity,float )
298 CBaseCombatWeapon::AddViewKick(void)
299 CBaseCombatWeapon::GetDeathNoticeName(void)
300 CBaseCombatWeapon::OnPickedUp(CBaseCombatChar acter *)
301 CBaseCombatWeapon::AddViewmodelBob(CBaseViewM odel *,Vector &,QAngle &)
302 CBaseCombatWeapon::CalcViewmodelBob(void)
303 CBaseCombatWeapon::GetControlPanelInfo(int,ch ar const*&)
304 CBaseCombatWeapon::GetControlPanelClassName(i nt,char const*&)
305 CBaseCombatWeapon::ShouldShowControlPanels(vo id)
306 CBaseCombatWeapon::CanBePickedUpByNPCs(void)
307 CBaseCombatWeapon::GetViewModel(int)const
308 CBaseCombatWeapon::GetWorldModel(void)const
309 CBaseCombatWeapon::GetAnimPrefix(void)const
310 CBaseCombatWeapon::GetMaxClip1(void)const
311 CBaseCombatWeapon::GetMaxClip2(void)const
312 CBaseCombatWeapon::GetDefaultClip1(void)const
313 CBaseCombatWeapon::GetDefaultClip2(void)const
314 CBaseCombatWeapon::GetWeight(void)const
315 CBaseCombatWeapon::AllowsAutoSwitchTo(void)co nst
316 CBaseCombatWeapon::AllowsAutoSwitchFrom(void) const
317 CBaseCombatWeapon::GetWeaponFlags(void)const
318 CBaseCombatWeapon::GetSlot(void)const
319 CBaseCombatWeapon::GetPosition(void)const
320 CBaseCombatWeapon::GetName(void)const
321 CBaseCombatWeapon::GetPrintName(void)const
322 CBaseCombatWeapon::GetShootSound(int)const
323 CBaseCombatWeapon::GetRumbleEffect(void)const
324 CBaseCombatWeapon::UsesClipsForAmmo1(void)con st
325 CBaseCombatWeapon::UsesClipsForAmmo2(void)con st
326 CBaseCombatWeapon::GetEncryptionKey(void)
327 CBaseCombatWeapon::GetPrimaryAmmoType(void)co nst
328 CBaseCombatWeapon::GetSecondaryAmmoType(void) const
329 CBaseCombatWeapon::Clip1(void)
330 CBaseCombatWeapon::Clip2(void)
331 CBaseCombatWeapon::GetSpriteActive(void)const
332 CBaseCombatWeapon::GetSpriteInactive(void)con st
333 CBaseCombatWeapon::GetSpriteAmmo(void)const
334 CBaseCombatWeapon::GetSpriteAmmo2(void)const
335 CBaseCombatWeapon::GetSpriteCrosshair(void)co nst
336 CBaseCombatWeapon::GetSpriteAutoaim(void)cons t
337 CBaseCombatWeapon::GetSpriteZoomedCrosshair(v oid)const
338 CBaseCombatWeapon::GetSpriteZoomedAutoaim(voi d)const
339 CBaseCombatWeapon::ActivityOverride(Activity, bool *)
340 CBaseCombatWeapon::ActivityList(void)
341 CBaseCombatWeapon::ActivityListCount(void)
342 CBaseCombatWeapon::FallInit(void)
343 CBaseCombatWeapon::FallThink(void)
344 CBaseCombatWeapon::Materialize(void)
345 CBaseCombatWeapon::CheckRespawn(void)
346 CBaseCombatWeapon::Delete(void)
347 CBaseCombatWeapon::Kill(void)
348 CBaseCombatWeapon::CapabilitiesGet(void)
349 CBaseCombatWeapon::WeaponLOSCondition(Vector const&,Vector const&,bool)
350 CBaseCombatWeapon::WeaponRangeAttack1Conditio n(float,float)
351 CBaseCombatWeapon::WeaponRangeAttack2Conditio n(float,float)
352 CBaseCombatWeapon::WeaponMeleeAttack1Conditio n(float,float)
353 CBaseCombatWeapon::WeaponMeleeAttack2Conditio n(float,float)
354 CBaseCombatWeapon::Operator_FrameUpdate(CBase CombatCharacter *)
355 CBaseCombatWeapon::Operator_HandleAnimEvent(a nimevent_t *,CBaseCombatCharacter *)
356 CBaseCombatWeapon::Operator_ForceNPCFire(CBas eCombatCharacter *,bool)
357 CBaseCombatWeapon::CanLower(void)
358 CBaseCombatWeapon::Ready(void)
359 CBaseCombatWeapon::Lower(void)
360 CBaseCombatWeapon::HideThink(void)
361 CBaseCombatWeapon::CanReload(void)
this is what i took by IDA
and i used it like this
// SetViewModelIndex
StartPrepSDKCall(SDKCall_Player);
PrepSDKCall_SetFromConf(g_hGameConfig, SDKConf_Virtual, "SetViewModelIndex");
PrepSDKCall_AddParameter(SDKType_PlainOldData , SDKPass_ByValue);
g_hOffset[SetViewModelIndex] = EndPrepSDKCall();
// SendWeaponAnim
StartPrepSDKCall(SDKCall_Player);
PrepSDKCall_SetFromConf(g_hGameConfig, SDKConf_Virtual, "SendWeaponAnim");
PrepSDKCall_SetReturnInfo(SDKType_Bool, SDKPass_Plain);
PrepSDKCall_AddParameter(SDKType_PlainOldData , SDKPass_ByValue);
g_hOffset[SendWeaponAnim] = EndPrepSDKCall();
// SendViewModelAnim
StartPrepSDKCall(SDKCall_Player);
PrepSDKCall_SetFromConf(g_hGameConfig, SDKConf_Virtual, "SendViewModelAnim");
PrepSDKCall_AddParameter(SDKType_PlainOldData , SDKPass_ByValue);
g_hOffset[SendViewModelAnim] = EndPrepSDKCall();
// SetViewModel
StartPrepSDKCall(SDKCall_Player);
PrepSDKCall_SetFromConf(g_hGameConfig, SDKConf_Virtual, "SetViewModel");
g_hOffset[SetViewModel] = EndPrepSDKCall();
etc...
the case server crashes is using SetViewModel after using SetViewModelIndex
and SendWeaponAnim, SendViewModelAnim, etc...
thanks.
if you tell me how i get proper SDKCallType, i will be pleased
i have made plugin using vtable function.
and now, when i run my function, server crashes.
so i wondered if my setting was going wrong or not.
the point is what is proper SDKCallType for CBaseCombatWeapon offset?
// Auto reconstructed from vtable block @ 0x00CA5820
// from "server.so", by ida_vtables.idc
0 CBaseCombatWeapon::~CBaseCombatWeapon()
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 CBaseCombatWeapon::GetServerClass(void)
10 CBaseCombatWeapon::YouForgotToImplementOrDecl areServerClass(void)
11 CBaseCombatWeapon::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 CBaseEntity::ShouldTransmit(CCheckTransmitInf o const*)
18 CBaseCombatWeapon::UpdateTransmitState(void)
19 CBaseAnimating::SetTransmit(CCheckTransmitInf o *,bool)
20 CBaseEntity::GetTracerType(void)
21 CBaseCombatWeapon::Spawn(void)
22 CBaseCombatWeapon::Precache(void)
23 CBaseAnimating::SetModel(char const*)
24 CEconEntity::OnNewModel(void)
25 CBaseEntity::PostConstructor(char const*)
26 CBaseEntity::PostClientActive(void)
27 CBaseEntity::ParseMapData(CEntityMapData *)
28 CBaseEntity::KeyValue(char const*,char const*)
29 CBaseEntity::KeyValue(char const*,float)
30 CBaseEntity::KeyValue(char const*,Vector const&)
31 CBaseEntity::GetKeyValue(char const*,char *,int)
32 CBaseCombatWeapon::Activate(void)
33 CBaseEntity::SetParent(CBaseEntity*,int)
34 CBaseCombatWeapon::ObjectCaps(void)
35 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,in t)
36 CBaseAnimating::GetInputDispatchEffectPositio n(char const*,Vector &,QAngle &)
37 CBaseEntity::DrawDebugGeometryOverlays(void)
38 CBaseAnimating::DrawDebugTextOverlays(void)
39 CBaseEntity::Save(ISave &)
40 CBaseAnimating::Restore(IRestore &)
41 CBaseEntity::ShouldSavePhysics(void)
42 CBaseEntity::OnSave(IEntitySaveUtils *)
43 CBaseAnimating::OnRestore(void)
44 CBaseEntity::RequiredEdictIndex(void)
45 CBaseEntity::MoveDone(void)
46 CBaseEntity::Think(void)
47 CBaseCombatWeapon::NetworkStateChanged_m_nNex tThinkTick(void)
48 CBaseCombatWeapon::NetworkStateChanged_m_nNex tThinkTick(void *)
49 CBaseAnimating::GetBaseAnimating(void)
50 CBaseEntity::GetResponseSystem(void)
51 CBaseEntity::DispatchResponse(char const*)
52 CBaseEntity::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(CTakeDamageIn fo const&)
59 CBaseEntity::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *)
60 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntit y*)
61 CBaseEntity::OnTakeDamage(CTakeDamageInfo const&)
62 CBaseEntity::AdjustDamageDirection(CTakeDamag eInfo const&,Vector &,CBaseEntity*)
63 CBaseEntity::TakeHealth(float,int)
64 CBaseEntity::IsAlive(void)
65 CBaseEntity::Event_Killed(CTakeDamageInfo const&)
66 CBaseEntity::Event_KilledOther(CBaseEntity*,C TakeDamageInfo const&)
67 CBaseEntity::BloodColor(void)
68 CBaseEntity::IsTriggered(CBaseEntity*)
69 CBaseEntity::IsNPC(void)const
70 CBaseEntity::MyCombatCharacterPointer(void)
71 CBaseEntity::MyNextBotPointer(void)
72 CBaseEntity::GetDelay(void)
73 CBaseEntity::IsMoving(void)
74 CBaseEntity::DamageDecal(int,int)
75 CBaseEntity::DecalTrace(CGameTrace *,char const*)
76 CBaseEntity::ImpactTrace(CGameTrace *,int,char const*)
77 CBaseEntity::OnControls(CBaseEntity*)
78 CBaseEntity::HasTarget(string_t)
79 CBaseEntity::IsPlayer(void)const
80 CBaseEntity::IsNetClient(void)const
81 CBaseEntity::IsTemplate(void)
82 CBaseEntity::IsBaseObject(void)const
83 CBaseEntity::IsBaseTrain(void)const
84 CBaseCombatWeapon::IsBaseCombatWeapon(void)co nst
85 CBaseEntity::IsWearable(void)const
86 CBaseCombatWeapon::MyCombatWeaponPointer(void )
87 CBaseEntity::GetServerVehicle(void)
88 CBaseEntity::IsViewable(void)
89 CBaseEntity::ChangeTeam(int)
90 CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
91 CBaseEntity::CanStandOn(CBaseEntity*)const
92 CBaseEntity::CanStandOn(edict_t *)const
93 CBaseEntity::GetEnemy(void)
94 CBaseEntity::GetEnemy(void)const
95 CBaseCombatWeapon::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)
96 CBaseEntity::StartTouch(CBaseEntity*)
97 CBaseEntity::Touch(CBaseEntity*)
98 CBaseEntity::EndTouch(CBaseEntity*)
99 CBaseEntity::StartBlocked(CBaseEntity*)
100 CBaseEntity::Blocked(CBaseEntity*)
101 CBaseEntity::EndBlocked(void)
102 CBaseEntity::PhysicsSimulate(void)
103 CEconEntity::UpdateOnRemove(void)
104 CBaseEntity::StopLoopingSounds(void)
105 CBaseEntity::SUB_AllowedToFade(void)
106 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*)
107 CBaseEntity::NotifySystemEvent(CBaseEntity*,n otify_system_event_t,notify_system_event_para ms_t const&)
108 CBaseCombatWeapon::MakeTracer(Vector const&,CGameTrace const&,int)
109 CBaseEntity::GetTracerAttachment(void)
110 CBaseEntity::FireBullets(FireBulletsInfo_t const&)
111 CBaseEntity::DoImpactEffect(CGameTrace &,int)
112 CBaseEntity::ModifyFireBulletsDamage(CTakeDam ageInfo *)
113 CBaseCombatWeapon::Respawn(void)
114 CBaseEntity::IsLockedByMaster(void)
115 CBaseEntity::GetMaxHealth(void)const
116 CBaseAnimating::ModifyOrAppendCriteria(AI_Cri teriaSet &)
117 CBaseEntity::NetworkStateChanged_m_iMaxHealth (void)
118 CBaseEntity::NetworkStateChanged_m_iMaxHealth (void *)
119 CBaseEntity::NetworkStateChanged_m_iHealth(vo id)
120 CBaseEntity::NetworkStateChanged_m_iHealth(vo id *)
121 CBaseEntity::NetworkStateChanged_m_lifeState( void)
122 CBaseEntity::NetworkStateChanged_m_lifeState( void *)
123 CBaseEntity::NetworkStateChanged_m_takedamage (void)
124 CBaseEntity::NetworkStateChanged_m_takedamage (void *)
125 CBaseEntity::GetDamageType(void)const
126 CBaseEntity::GetDamage(void)
127 CBaseEntity::SetDamage(float)
128 CBaseEntity::EyePosition(void)
129 CBaseEntity::EyeAngles(void)
130 CBaseEntity::LocalEyeAngles(void)
131 CBaseEntity::EarPosition(void)
132 CBaseEntity::BodyTarget(Vector const&,bool)
133 CBaseEntity::HeadTarget(Vector const&)
134 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
135 CBaseEntity::GetViewOffset(void)const
136 CBaseEntity::SetViewOffset(Vector const&)
137 CBaseEntity::GetSmoothedVelocity(void)
138 CBaseAnimating::GetVelocity(Vector *,Vector *)
139 CBaseEntity::FVisible(CBaseEntity*,int,CBaseE ntity**)
140 CBaseEntity::FVisible(Vector const&,int,CBaseEntity**)
141 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
142 CBaseEntity::GetAttackDamageScale(CBaseEntity *)
143 CBaseEntity::GetReceivedDamageScale(CBaseEnti ty*)
144 CBaseEntity::GetGroundVelocityToApply(Vector &)
145 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float)
146 CBaseEntity::Splash(void)
147 CBaseEntity::WorldSpaceCenter(void)const
148 CBaseEntity::GetSoundEmissionOrigin(void)cons t
149 CBaseEntity::IsDeflectable(void)
150 CBaseEntity::Deflected(CBaseEntity*,Vector &)
151 CBaseEntity::CreateVPhysics(void)
152 CBaseEntity::ForceVPhysicsCollide(CBaseEntity *)
153 CBaseEntity::VPhysicsDestroyObject(void)
154 CBaseEntity::VPhysicsUpdate(IPhysicsObject *)
155 CBaseEntity::VPhysicsTakeDamage(CTakeDamageIn fo const&)
156 CBaseEntity::VPhysicsShadowCollision(int,game vcollisionevent_t *)
157 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObj ect *)
158 CBaseEntity::VPhysicsCollision(int,gamevcolli sionevent_t *)
159 CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
160 CBaseEntity::UpdatePhysicsShadowToCurrentPosi tion(float)
161 CBaseEntity::VPhysicsGetObjectList(IPhysicsOb ject **,int)
162 CBaseEntity::VPhysicsIsFlesh(void)
163 CBaseEntity::HasPhysicsAttacker(float)
164 CBaseEntity::PhysicsSolidMaskForEntity(void)c onst
165 CBaseEntity::ResolveFlyCollisionCustom(CGameT race &,Vector &)
166 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
167 CBaseAnimating::GetStepOrigin(void)const
168 CBaseAnimating::GetStepAngles(void)const
169 CBaseEntity::ShouldDrawWaterImpacts(void)
170 CBaseEntity::NetworkStateChanged_m_fFlags(voi d)
171 CBaseEntity::NetworkStateChanged_m_fFlags(voi d *)
172 CBaseEntity::NetworkStateChanged_m_nWaterLeve l(void)
173 CBaseEntity::NetworkStateChanged_m_nWaterLeve l(void *)
174 CBaseEntity::NetworkStateChanged_m_hGroundEnt ity(void)
175 CBaseEntity::NetworkStateChanged_m_hGroundEnt ity(void *)
176 CBaseEntity::NetworkStateChanged_m_vecBaseVel ocity(void)
177 CBaseEntity::NetworkStateChanged_m_vecBaseVel ocity(void *)
178 CBaseEntity::NetworkStateChanged_m_flFriction (void)
179 CBaseEntity::NetworkStateChanged_m_flFriction (void *)
180 CBaseEntity::NetworkStateChanged_m_vecVelocit y(void)
181 CBaseEntity::NetworkStateChanged_m_vecVelocit y(void *)
182 CBaseEntity::NetworkStateChanged_m_vecViewOff set(void)
183 CBaseEntity::NetworkStateChanged_m_vecViewOff set(void *)
184 CBaseAnimating::GetIdealSpeed(void)const
185 CBaseAnimating::GetIdealAccel(void)const
186 CBaseAnimating::StudioFrameAdvance(void)
187 CBaseAnimating::SetSequence(int)
188 CBaseAnimating::IsActivityFinished(void)
189 CBaseAnimating::GetSequenceGroundSpeed(CStudi oHdr *,int)
190 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*)
191 CBaseAnimating::BecomeRagdollOnClient(Vector const&)
192 CBaseAnimating::IsRagdoll(void)
193 CBaseAnimating::CanBecomeRagdoll(void)
194 CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
195 CBaseAnimating::GetBoneTransform(int,matrix3x 4_t &)
196 CBaseAnimating::SetupBones(matrix3x4_t *,int)
197 CBaseAnimating::CalculateIKLocks(float)
198 CBaseAnimating::DispatchAnimEvents(CBaseAnima ting*)
199 CBaseCombatWeapon::HandleAnimEvent(animevent_ t *)
200 CBaseAnimating::PopulatePoseParameters(void)
201 CBaseAnimating::GetAttachment(int,matrix3x4_t &)
202 CBaseAnimating::InitBoneControllers(void)
203 CBaseAnimating::GetGroundSpeedVelocity(void)
204 CBaseAnimating::Ignite(float,bool,float,bool)
205 CBaseAnimating::IgniteLifetime(float)
206 CBaseAnimating::IgniteNumHitboxFires(int)
207 CBaseAnimating::IgniteHitboxFireScale(float)
208 CBaseAnimating::Extinguish(void)
209 CBaseAnimating::SetLightingOriginRelative(CBa seEntity *)
210 CBaseAnimating::SetLightingOrigin(CBaseEntity *)
211 CBaseCombatWeapon::GiveTo(CBaseEntity *)
212 CEconEntity::CalculateVisibleClassFor(CBaseCo mbatCharacter *)
213 CEconEntity::GetAttributeManager(void)
214 CEconEntity::GetAttributeContainer(void)
215 CEconEntity::GetAttributeOwner(void)
216 CEconEntity::GetAttributeList(void)
217 CEconEntity::ReapplyProvision(void)
218 CEconEntity::UpdateBodygroups(CBaseCombatChar acter *,int)
219 CEconEntity::TranslateViewmodelHandActivityIn ternal(Activity)
220 CBaseCombatWeapon::IsPredicted(void)const
221 CBaseCombatWeapon::GetSubType(void)
222 CBaseCombatWeapon::SetSubType(int)
223 CBaseCombatWeapon::Equip(CBaseCombatCharacter *)
224 CBaseCombatWeapon::Drop(Vector const&)
225 CBaseCombatWeapon::UpdateClientData(CBasePlay er *)
226 CBaseCombatWeapon::IsAllowedToSwitch(void)
227 CBaseCombatWeapon::CanBeSelected(void)
228 CBaseCombatWeapon::VisibleInWeaponSelection(v oid)
229 CBaseCombatWeapon::HasAmmo(void)
230 CBaseCombatWeapon::SetPickupTouch(void)
231 CBaseCombatWeapon::DefaultTouch(CBaseEntity *)
232 CBaseCombatWeapon::ShouldDisplayAltFireHUDHin t(void)
233 CBaseCombatWeapon::DisplayAltFireHudHint(void )
234 CBaseCombatWeapon::RescindAltFireHudHint(void )
235 CBaseCombatWeapon::ShouldDisplayReloadHUDHint (void)
236 CBaseCombatWeapon::DisplayReloadHudHint(void)
237 CBaseCombatWeapon::RescindReloadHudHint(void)
238 CBaseCombatWeapon::SetViewModelIndex(int)
239 CBaseCombatWeapon::SendWeaponAnim(int)
240 CBaseCombatWeapon::SendViewModelAnim(int)
241 CBaseCombatWeapon::SetViewModel(void)
242 CBaseCombatWeapon::HasWeaponIdleTimeElapsed(v oid)
243 CBaseCombatWeapon::SetWeaponIdleTime(float)
244 CBaseCombatWeapon::GetWeaponIdleTime(void)
245 CBaseCombatWeapon::HasAnyAmmo(void)
246 CBaseCombatWeapon::HasPrimaryAmmo(void)
247 CBaseCombatWeapon::HasSecondaryAmmo(void)
248 CBaseCombatWeapon::CanHolster(void)
249 CBaseCombatWeapon::DefaultDeploy(char *,char *,int,char *)
250 CBaseCombatWeapon::CanDeploy(void)
251 CBaseCombatWeapon::Deploy(void)
252 CBaseCombatWeapon::Holster(CBaseCombatWeapon* )
253 CBaseCombatWeapon::GetLastWeapon(void)
254 CBaseCombatWeapon::SetWeaponVisible(bool)
255 CBaseCombatWeapon::IsWeaponVisible(void)
256 CBaseCombatWeapon::ReloadOrSwitchWeapons(void )
257 CBaseCombatWeapon::OnActiveStateChanged(int)
258 CBaseCombatWeapon::HolsterOnDetach(void)
259 CBaseCombatWeapon::IsHolstered(void)
260 CBaseCombatWeapon::Detach(void)
261 CBaseCombatWeapon::ItemPreFrame(void)
262 CBaseCombatWeapon::ItemPostFrame(void)
263 CBaseCombatWeapon::ItemBusyFrame(void)
264 CBaseCombatWeapon::ItemHolsterFrame(void)
265 CBaseCombatWeapon::WeaponIdle(void)
266 CBaseCombatWeapon::HandleFireOnEmpty(void)
267 CBaseCombatWeapon::ShouldBlockPrimaryFire(voi d)
268 CBaseCombatWeapon::IsWeaponZoomed(void)
269 CBaseCombatWeapon::CheckReload(void)
270 CBaseCombatWeapon::FinishReload(void)
271 CBaseCombatWeapon::AbortReload(void)
272 CBaseCombatWeapon::Reload(void)
273 CBaseCombatWeapon::PrimaryAttack(void)
274 CBaseCombatWeapon::SecondaryAttack(void)
275 CBaseCombatWeapon::GetPrimaryAttackActivity(v oid)
276 CBaseCombatWeapon::GetSecondaryAttackActivity (void)
277 CBaseCombatWeapon::GetDrawActivity(void)
278 CBaseCombatWeapon::GetDefaultAnimSpeed(void)
279 CBaseCombatWeapon::GetBulletType(void)
280 CBaseCombatWeapon::GetBulletSpread(void)
281 CBaseCombatWeapon::GetBulletSpread(WeaponProf iciency_t)
282 CBaseCombatWeapon::GetSpreadBias(WeaponProfic iency_t)
283 CBaseCombatWeapon::GetFireRate(void)
284 CBaseCombatWeapon::GetMinBurst(void)
285 CBaseCombatWeapon::GetMaxBurst(void)
286 CBaseCombatWeapon::GetMinRestTime(void)
287 CBaseCombatWeapon::GetMaxRestTime(void)
288 CBaseCombatWeapon::GetRandomBurst(void)
289 CBaseCombatWeapon::WeaponSound(WeaponSound_t, float)
290 CBaseCombatWeapon::StopWeaponSound(WeaponSoun d_t)
291 CBaseCombatWeapon::GetProficiencyValues(void)
292 CBaseCombatWeapon::GetMaxAutoAimDeflection(vo id)
293 CBaseCombatWeapon::WeaponAutoAimScale(void)
294 CBaseCombatWeapon::StartSprinting(void)
295 CBaseCombatWeapon::StopSprinting(void)
296 CBaseCombatWeapon::GetDamage(float,int)
297 CBaseCombatWeapon::SetActivity(Activity,float )
298 CBaseCombatWeapon::AddViewKick(void)
299 CBaseCombatWeapon::GetDeathNoticeName(void)
300 CBaseCombatWeapon::OnPickedUp(CBaseCombatChar acter *)
301 CBaseCombatWeapon::AddViewmodelBob(CBaseViewM odel *,Vector &,QAngle &)
302 CBaseCombatWeapon::CalcViewmodelBob(void)
303 CBaseCombatWeapon::GetControlPanelInfo(int,ch ar const*&)
304 CBaseCombatWeapon::GetControlPanelClassName(i nt,char const*&)
305 CBaseCombatWeapon::ShouldShowControlPanels(vo id)
306 CBaseCombatWeapon::CanBePickedUpByNPCs(void)
307 CBaseCombatWeapon::GetViewModel(int)const
308 CBaseCombatWeapon::GetWorldModel(void)const
309 CBaseCombatWeapon::GetAnimPrefix(void)const
310 CBaseCombatWeapon::GetMaxClip1(void)const
311 CBaseCombatWeapon::GetMaxClip2(void)const
312 CBaseCombatWeapon::GetDefaultClip1(void)const
313 CBaseCombatWeapon::GetDefaultClip2(void)const
314 CBaseCombatWeapon::GetWeight(void)const
315 CBaseCombatWeapon::AllowsAutoSwitchTo(void)co nst
316 CBaseCombatWeapon::AllowsAutoSwitchFrom(void) const
317 CBaseCombatWeapon::GetWeaponFlags(void)const
318 CBaseCombatWeapon::GetSlot(void)const
319 CBaseCombatWeapon::GetPosition(void)const
320 CBaseCombatWeapon::GetName(void)const
321 CBaseCombatWeapon::GetPrintName(void)const
322 CBaseCombatWeapon::GetShootSound(int)const
323 CBaseCombatWeapon::GetRumbleEffect(void)const
324 CBaseCombatWeapon::UsesClipsForAmmo1(void)con st
325 CBaseCombatWeapon::UsesClipsForAmmo2(void)con st
326 CBaseCombatWeapon::GetEncryptionKey(void)
327 CBaseCombatWeapon::GetPrimaryAmmoType(void)co nst
328 CBaseCombatWeapon::GetSecondaryAmmoType(void) const
329 CBaseCombatWeapon::Clip1(void)
330 CBaseCombatWeapon::Clip2(void)
331 CBaseCombatWeapon::GetSpriteActive(void)const
332 CBaseCombatWeapon::GetSpriteInactive(void)con st
333 CBaseCombatWeapon::GetSpriteAmmo(void)const
334 CBaseCombatWeapon::GetSpriteAmmo2(void)const
335 CBaseCombatWeapon::GetSpriteCrosshair(void)co nst
336 CBaseCombatWeapon::GetSpriteAutoaim(void)cons t
337 CBaseCombatWeapon::GetSpriteZoomedCrosshair(v oid)const
338 CBaseCombatWeapon::GetSpriteZoomedAutoaim(voi d)const
339 CBaseCombatWeapon::ActivityOverride(Activity, bool *)
340 CBaseCombatWeapon::ActivityList(void)
341 CBaseCombatWeapon::ActivityListCount(void)
342 CBaseCombatWeapon::FallInit(void)
343 CBaseCombatWeapon::FallThink(void)
344 CBaseCombatWeapon::Materialize(void)
345 CBaseCombatWeapon::CheckRespawn(void)
346 CBaseCombatWeapon::Delete(void)
347 CBaseCombatWeapon::Kill(void)
348 CBaseCombatWeapon::CapabilitiesGet(void)
349 CBaseCombatWeapon::WeaponLOSCondition(Vector const&,Vector const&,bool)
350 CBaseCombatWeapon::WeaponRangeAttack1Conditio n(float,float)
351 CBaseCombatWeapon::WeaponRangeAttack2Conditio n(float,float)
352 CBaseCombatWeapon::WeaponMeleeAttack1Conditio n(float,float)
353 CBaseCombatWeapon::WeaponMeleeAttack2Conditio n(float,float)
354 CBaseCombatWeapon::Operator_FrameUpdate(CBase CombatCharacter *)
355 CBaseCombatWeapon::Operator_HandleAnimEvent(a nimevent_t *,CBaseCombatCharacter *)
356 CBaseCombatWeapon::Operator_ForceNPCFire(CBas eCombatCharacter *,bool)
357 CBaseCombatWeapon::CanLower(void)
358 CBaseCombatWeapon::Ready(void)
359 CBaseCombatWeapon::Lower(void)
360 CBaseCombatWeapon::HideThink(void)
361 CBaseCombatWeapon::CanReload(void)
this is what i took by IDA
and i used it like this
// SetViewModelIndex
StartPrepSDKCall(SDKCall_Player);
PrepSDKCall_SetFromConf(g_hGameConfig, SDKConf_Virtual, "SetViewModelIndex");
PrepSDKCall_AddParameter(SDKType_PlainOldData , SDKPass_ByValue);
g_hOffset[SetViewModelIndex] = EndPrepSDKCall();
// SendWeaponAnim
StartPrepSDKCall(SDKCall_Player);
PrepSDKCall_SetFromConf(g_hGameConfig, SDKConf_Virtual, "SendWeaponAnim");
PrepSDKCall_SetReturnInfo(SDKType_Bool, SDKPass_Plain);
PrepSDKCall_AddParameter(SDKType_PlainOldData , SDKPass_ByValue);
g_hOffset[SendWeaponAnim] = EndPrepSDKCall();
// SendViewModelAnim
StartPrepSDKCall(SDKCall_Player);
PrepSDKCall_SetFromConf(g_hGameConfig, SDKConf_Virtual, "SendViewModelAnim");
PrepSDKCall_AddParameter(SDKType_PlainOldData , SDKPass_ByValue);
g_hOffset[SendViewModelAnim] = EndPrepSDKCall();
// SetViewModel
StartPrepSDKCall(SDKCall_Player);
PrepSDKCall_SetFromConf(g_hGameConfig, SDKConf_Virtual, "SetViewModel");
g_hOffset[SetViewModel] = EndPrepSDKCall();
etc...
the case server crashes is using SetViewModel after using SetViewModelIndex
and SendWeaponAnim, SendViewModelAnim, etc...
thanks.
if you tell me how i get proper SDKCallType, i will be pleased