Veteran Member
09-02-2013
, 13:26
Orpheu: CBase Virtual Functions Offsets
#1
Well, all of you know the module
Hamsandwich , so my idea was to replace this module with
Orpheu , so I decided to make these signatures, now we can use
Orpheu to hook CBase virtual function instead of
Hamsandwich
- This is the list of offsets of all what I did:
Half-Life
Code:
// Auto reconstructed from vtable block @ 0x0018A480
// from "hl.so", by ida_vtables.idc
0 CBasePlayer::Spawn(void)
1 CBasePlayer::Precache(void)
2 CBaseMonster::KeyValue(KeyValueData_s *)
3 CBasePlayer::Save(CSave &)
4 CBasePlayer::Restore(CRestore &)
5 CBasePlayer::ObjectCaps(void)
6 CBaseEntity::Activate(void)
7 CBaseEntity::SetObjectCollisionBox(void)
8 CBasePlayer::Classify(void)
9 CBaseEntity::DeathNotice(entvars_s *)
10 CBasePlayer::TraceAttack(entvars_s *,float,Vector,TraceResult *,int)
11 CBasePlayer::TakeDamage(entvars_s *,entvars_s *,float,int)
12 CBasePlayer::TakeHealth(float,int)
13 CBasePlayer::Killed(entvars_s *,int)
14 CBaseMonster::BloodColor(void)
15 CBaseEntity::TraceBleed(float,Vector,TraceResult *,int)
16 CBaseEntity::IsTriggered(CBaseEntity*)
17 CBaseMonster::MyMonsterPointer(void)
18 CBaseEntity::MySquadMonsterPointer(void)
19 CBaseToggle::GetToggleState(void)
20 CBasePlayer::AddPoints(int,int)
21 CBasePlayer::AddPointsToTeam(int,int)
22 CBasePlayer::AddPlayerItem(CBasePlayerItem *)
23 CBasePlayer::RemovePlayerItem(CBasePlayerItem *)
24 CBasePlayer::GiveAmmo(int,char *,int)
25 CBaseToggle::GetDelay(void)
26 CBaseMonster::IsMoving(void)
27 CBaseEntity::OverrideReset(void)
28 CBaseEntity::DamageDecal(int)
29 CBaseEntity::SetToggleState(int)
30 CBasePlayer::StartSneaking(void)
31 CBasePlayer::StopSneaking(void)
32 CBaseEntity::OnControls(entvars_s *)
33 CBasePlayer::IsSneaking(void)
34 CBasePlayer::IsAlive(void)
35 CBaseEntity::IsBSPModel(void)
36 CBaseEntity::ReflectGauss(void)
37 CBaseEntity::HasTarget(unsigned int)
38 CBaseEntity::IsInWorld(void)
39 CBasePlayer::IsPlayer(void)
40 CBasePlayer::IsNetClient(void)
41 CBasePlayer::TeamID(void)
42 CBaseEntity::GetNextTarget(void)t
43 CBaseEntity::Think(void)
44 CBaseEntity::Touch(CBaseEntity*)
45 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
46 CBaseEntity::Blocked(CBaseEntity*)
47 CBaseEntity::Respawn(void)
48 CBaseEntity::UpdateOwner(void)
49 CBasePlayer::FBecomeProne(void)
50 CBaseEntity::Center(void)
51 CBaseEntity::EyePosition(void)
52 CBaseEntity::EarPosition(void)
53 CBasePlayer::BodyTarget(Vector const&)
54 CBasePlayer::Illumination(void)
55 CBaseEntity::FVisible(CBaseEntity*)
56 CBaseEntity::FVisible(Vector const&)
57 CBaseMonster::HandleAnimEvent(MonsterEvent_t *)
58 CBaseMonster::Look(int)
59 CBaseMonster::RunAI(void)
60 CBasePlayer::ShouldFadeOnDeath(void)
61 CBaseMonster::ChangeYaw(int)
62 CBaseMonster::MonsterThink(void)
63 CBaseMonster::IRelationship(CBaseEntity *)
64 CBaseMonster::MonsterInit(void)
65 CBaseMonster::MonsterInitDead(void)
66 CBaseMonster::BecomeDead(void)
67 CBaseMonster::StartMonster(void)
68 CBaseMonster::BestVisibleEnemy(void)
69 CBaseMonster::FInViewCone(CBaseEntity *)
70 CBaseMonster::FInViewCone(Vector *)
71 CBaseMonster::CheckLocalMove(Vector const&,Vector const&,CBaseEntity *,float *)
72 CBaseMonster::Move(float)
73 CBaseMonster::MoveExecute(CBaseEntity *,Vector const&,float)
74 CBaseMonster::ShouldAdvanceRoute(float)
75 CBaseMonster::GetStoppedActivity(void)
76 CBaseMonster::Stop(void)
77 CBaseMonster::CheckRangeAttack1(float,float)
78 CBaseMonster::CheckRangeAttack2(float,float)
79 CBaseMonster::CheckMeleeAttack1(float,float)
80 CBaseMonster::CheckMeleeAttack2(float,float)
81 CBaseMonster::ScheduleFromName(char const*)
82 CBaseMonster::StartTask(Task_t *)
83 CBaseMonster::RunTask(Task_t *)
84 CBaseMonster::GetScheduleOfType(int)
85 CBaseMonster::GetSchedule(void)
86 CBaseMonster::ScheduleChange(void)
87 CBaseMonster::CanPlaySequence(int,int)
88 CBaseMonster::CanPlaySentence(int)
89 CBaseMonster::PlaySentence(char const*,float,float,float)
90 CBaseMonster::PlayScriptedSentence(char const*,float,float,float,int,CBaseEntity *)
91 CBaseMonster::SentenceStop(void)
92 CBaseMonster::GetIdealState(void)
93 CBaseMonster::SetActivity(Activity)
94 CBaseMonster::ReportAIState(void)
95 CBaseMonster::CheckEnemy(CBaseEntity *)
96 CBaseMonster::FTriangulate(Vector const&,Vector const&,float,CBaseEntity *,Vector*)
97 CBaseMonster::SetYawSpeed(void)
98 CBaseMonster::BuildNearestRoute(Vector,Vector,float,float)
99 CBaseMonster::FindCover(Vector,Vector,float,float)
100 CBaseMonster::FValidateCover(Vector const&)
101 CBaseMonster::CoverRadius(void)
102 CBaseMonster::FCanCheckAttacks(void)
103 CBaseMonster::CheckAmmo(void)
104 CBaseMonster::IgnoreConditions(void)
105 CBaseMonster::FValidateHintType(short)
106 CBaseMonster::FCanActiveIdle(void)
107 CBaseMonster::ISoundMask(void)
108 CBaseMonster::PBestSound(void)
109 CBaseMonster::PBestScent(void)
110 CBaseMonster::HearingSensitivity(void)
111 CBasePlayer::BarnacleVictimBitten(entvars_s *)
112 CBasePlayer::BarnacleVictimReleased(void)
113 CBaseMonster::PrescheduleThink(void)
114 CBaseMonster::GetDeathActivity(void)
115 CBaseMonster::GibMonster(void)
116 CBaseMonster::HasHumanGibs(void)
117 CBaseMonster::HasAlienGibs(void)
118 CBaseMonster::FadeMonster(void)
119 CBasePlayer::GetGunPosition(void)
120 CBasePlayer::DeathSound(void)
121 CBaseMonster::AlertSound(void)
122 CBaseMonster::IdleSound(void)
123 CBaseMonster::PainSound(void)
124 CBaseMonster::StopFollowing(int)
125 CBasePlayer::Jump(void)
126 CBasePlayer::Duck(void)
127 CBasePlayer::PreThink(void)
128 CBasePlayer::PostThink(void)
129 CBasePlayer::UpdateClientData(void)
130 CBasePlayer::ImpulseCommands(void)
Half-Life: Counter-Strike
Code:
// Auto reconstructed from vtable block @ 0x001E1680
// from "cs.so", by ida_vtables.idc
0 CBasePlayer::Spawn(void)
1 CBasePlayer::Precache(void)
2 CBaseEntity::Restart(void)
3 CBaseMonster::KeyValue(KeyValueData_s *)
4 CBasePlayer::Save(CSave &)
5 CBasePlayer::Restore(CRestore &)
6 CBasePlayer::ObjectCaps(void)
7 CBaseEntity::Activate(void)
8 CBaseEntity::SetObjectCollisionBox(void)
9 CBasePlayer::Classify(void)
10 CBaseEntity::DeathNotice(entvars_s *)
11 CBasePlayer::TraceAttack(entvars_s *,float,Vector,TraceResult *,int)
12 CBasePlayer::TakeDamage(entvars_s *,entvars_s *,float,int)
13 CBasePlayer::TakeHealth(float,int)
14 CBasePlayer::Killed(entvars_s *,int)
15 CBaseMonster::BloodColor(void)
16 CBaseEntity::TraceBleed(float,Vector,TraceResult *,int)
17 CBaseEntity::IsTriggered(CBaseEntity*)
18 CBaseEntity::MyMonsterPointer(void)
19 CBaseEntity::MySquadMonsterPointer(void)
20 CBaseToggle::GetToggleState(void)
21 CBasePlayer::AddPoints(int,int)
22 CBasePlayer::AddPointsToTeam(int,int)
23 CBasePlayer::AddPlayerItem(CBasePlayerItem *)
24 CBasePlayer::RemovePlayerItem(CBasePlayerItem *)
25 CBasePlayer::GiveAmmo(int,char *,int)
26 CBaseToggle::GetDelay(void)
27 CBaseEntity::IsMoving(void)
28 CBaseEntity::OverrideReset(void)
29 CBaseEntity::DamageDecal(int)
30 CBaseEntity::SetToggleState(int)
31 CBasePlayer::StartSneaking(void)
32 CBasePlayer::StopSneaking(void)
33 CBaseEntity::OnControls(entvars_s *)
34 CBasePlayer::IsSneaking(void)
35 CBasePlayer::IsAlive(void)
36 CBaseEntity::IsBSPModel(void)
37 CBaseEntity::ReflectGauss(void)
38 CBaseEntity::HasTarget(unsigned int)
39 CBaseEntity::IsInWorld(void)
40 CBasePlayer::IsPlayer(void)
41 CBasePlayer::IsNetClient(void)
42 CBasePlayer::TeamID(void)
43 CBaseEntity::GetNextTarget(void)
44 CBaseEntity::Think(void)
45 CBaseEntity::Touch(CBaseEntity*)
46 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
47 CBaseEntity::Blocked(CBaseEntity*)
48 CBaseEntity::Respawn(void)
49 CBaseEntity::UpdateOwner(void)
50 CBasePlayer::FBecomeProne(void)
51 CBaseEntity::Center(void)
52 CBaseEntity::EyePosition(void)
53 CBaseEntity::EarPosition(void)
54 CBasePlayer::BodyTarget(Vector const&)
55 CBasePlayer::Illumination(void)
56 CBaseEntity::FVisible(CBaseEntity*)
57 CBaseEntity::FVisible(Vector const&)
58 CBaseAnimating::HandleAnimEvent(MonsterEvent_t *)
59 CBaseMonster::ChangeYaw(int)
60 CBaseMonster::HasHumanGibs(void)
61 CBaseMonster::HasAlienGibs(void)
62 CBaseMonster::FadeMonster(void)
63 CBaseMonster::GibMonster(void)
64 CBaseMonster::GetDeathActivity(void)
65 CBaseMonster::BecomeDead(void)
66 CBasePlayer::ShouldFadeOnDeath(void)
67 CBaseMonster::IRelationship(CBaseEntity *)
68 CBaseMonster::PainSound(void)
69 CBasePlayer::ResetMaxSpeed(void)
70 CBaseMonster::ReportAIState(void)
71 CBaseMonster::MonsterInitDead(void)
72 CBaseMonster::Look(int)
73 CBaseMonster::BestVisibleEnemy(void)
74 CBaseMonster::FInViewCone(CBaseEntity *)
75 CBaseMonster::FInViewCone(Vector *)
76 CBasePlayer::Jump(void)
77 CBasePlayer::Duck(void)
78 CBasePlayer::PreThink(void)
79 CBasePlayer::PostThink(void)
80 CBasePlayer::GetGunPosition(void)
81 CBasePlayer::IsBot(void)
82 CBasePlayer::UpdateClientData(void)
83 CBasePlayer::ImpulseCommands(void)
84 CBasePlayer::RoundRespawn(void)
85 CBasePlayer::GetAutoaimVector(float)
86 CBasePlayer::Blind(float,float,float,int)
87 CBasePlayer::OnTouchingWeapon(CWeaponBox *)
Half-Life: Day of Defeat
Code:
// Auto reconstructed from vtable block @ 0x00196AA0
// from "dod.so", by ida_vtables.idc
0 CBaseEntity::RoundRespawn(void)
1 CBaseEntity::RoundRespawnEnt(void)
2 CBaseEntity::RoundStore(void)
3 CBasePlayer::Spawn(void)
4 CBasePlayer::Precache(void)
5 CBaseMonster::KeyValue(KeyValueData_s *)
6 CBasePlayer::Save(CSave &)
7 CBasePlayer::Restore(CRestore &)
8 CBasePlayer::ObjectCaps(void)
9 CBaseEntity::Activate(void)
10 CBaseEntity::area_SetIndex(int)
11 CBaseEntity::area_SendStatus(CBasePlayer *)
12 CBaseEntity::SetObjectCollisionBox(void)
13 CBasePlayer::Classify(void)
14 CBaseEntity::DeathNotice(entvars_s *)
15 CBaseToggle::GetState(void)
16 CBaseEntity::GetState(CBaseEntity*)
17 CBasePlayer::TraceAttack(entvars_s *,float,Vector,TraceResult *,int)
18 CBasePlayer::TakeDamage(entvars_s *,entvars_s *,float,int)
19 CBasePlayer::TakeHealth(float,int)
20 CBasePlayer::Killed(entvars_s *,int)
21 CBaseMonster::BloodColor(void)
22 CBaseEntity::TraceBleed(float,Vector,TraceResult *,int)
23 CBaseMonster::MyMonsterPointer(void)
24 CBaseEntity::MySquadMonsterPointer(void)
25 CBaseToggle::GetToggleState(void)
26 CBasePlayer::AddPoints(int,int)
27 CBasePlayer::AddPointsToTeam(int,int)
28 CBasePlayer::AddPlayerItem(CBasePlayerItem *)
29 CBasePlayer::RemovePlayerItem(CBasePlayerItem *)
30 CBasePlayer::GiveAmmo(int,char const*,int)
31 CBaseToggle::GetDelay(void)
32 CBaseMonster::IsMoving(void)
33 CBaseEntity::OverrideReset(void)
34 CBaseEntity::DamageDecal(int)
35 CBaseEntity::SetToggleState(TOGGLE_STATE)
36 CBaseEntity::StartSneaking(void)
37 CBaseEntity::StopSneaking(void)
38 CBaseEntity::OnControls(entvars_s *)
39 CBaseEntity::IsSneaking(void)
40 CBasePlayer::IsAlive(void)
41 CBaseEntity::IsBSPModel(void)
42 CBaseEntity::ReflectGauss(void)
43 CBaseEntity::HasTarget(unsigned int)
44 CBaseEntity::IsInWorld(void)
45 CBasePlayer::IsPlayer(void)
46 CBasePlayer::IsNetClient(void)
47 CBasePlayer::TeamID(void)
48 CBaseEntity::GetNextTarget(void)
49 CBaseEntity::Think(void)
50 CBaseEntity::Touch(CBaseEntity*)
51 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
52 CBaseEntity::Blocked(CBaseEntity*)
53 CBaseEntity::Respawn(void)
54 CBaseEntity::UpdateOwner(void)
55 CBasePlayer::FBecomeProne(void)
56 CBaseEntity::Center(void)
57 CBaseEntity::EyePosition(void)
58 CBaseEntity::EarPosition(void)
59 CBasePlayer::BodyTarget(Vector const&)
60 CBaseEntity::Illumination(void)
61 CBaseEntity::FVisible(CBaseEntity*)
62 CBaseEntity::FVisible(Vector const&)
63 CBaseMonster::HandleAnimEvent(MonsterEvent_t *)
64 CBaseMonster::Look(int)
65 CBaseMonster::RunAI(void)
66 CBasePlayer::ShouldFadeOnDeath(void)
67 CBaseMonster::ChangeYaw(int)
68 CBaseMonster::MonsterThink(void)
69 CBaseMonster::IRelationship(CBaseEntity *)
70 CBaseMonster::MonsterInit(void)
71 CBaseMonster::MonsterInitDead(void)
72 CBaseMonster::BecomeDead(void)
73 CBaseMonster::StartMonster(void)
74 CBaseMonster::BestVisibleEnemy(void)
75 CBaseMonster::FInViewCone(CBaseEntity *)
76 CBaseMonster::FInViewCone(Vector *)
77 CBaseMonster::CheckLocalMove(Vector const&,Vector const&,CBaseEntity *,float *)
78 CBaseMonster::Move(float)
79 CBaseMonster::MoveExecute(CBaseEntity *,Vector const&,float)
80 CBaseMonster::ShouldAdvanceRoute(float)
81 CBaseMonster::GetStoppedActivity(void)
82 CBaseMonster::Stop(void)
83 CBaseMonster::CheckRangeAttack1(float,float)
84 CBaseMonster::CheckRangeAttack2(float,float)
85 CBaseMonster::CheckMeleeAttack1(float,float)
86 CBaseMonster::CheckMeleeAttack2(float,float)
87 CBaseMonster::ScheduleFromName(char const*)
88 CBaseMonster::StartTask(Task_t *)
89 CBaseMonster::RunTask(Task_t *)
90 CBaseMonster::GetScheduleOfType(int)
91 CBaseMonster::GetSchedule(void)
92 CBaseMonster::ScheduleChange(void)
93 CBaseMonster::CanPlaySequence(int,int)
94 CBaseMonster::CanPlaySentence(int)
95 CBaseMonster::PlaySentence(char const*,float,float,float)
96 CBaseMonster::PlayScriptedSentence(char const*,float,float,float,int,CBaseEntity *)
97 CBaseMonster::SentenceStop(void)
98 CBaseMonster::GetIdealState(void)
99 CBaseMonster::SetActivity(Activity)
100 CBaseMonster::ReportAIState(void)
101 CBaseMonster::CheckEnemy(CBaseEntity *)
102 CBaseMonster::FTriangulate(Vector const&,Vector const&,float,CBaseEntity *,Vector*)
103 CBaseMonster::SetYawSpeed(void)
104 CBaseMonster::BuildNearestRoute(Vector,Vector,float,float)
105 CBaseMonster::FindCover(Vector,Vector,float,float)
106 CBaseMonster::FValidateCover(Vector const&)
107 CBaseMonster::CoverRadius(void)
108 CBaseMonster::FCanCheckAttacks(void)
109 CBaseMonster::CheckAmmo(void)
110 CBaseMonster::IgnoreConditions(void)
111 CBaseMonster::FValidateHintType(short)
112 CBaseMonster::FCanActiveIdle(void)
113 CBaseMonster::ISoundMask(void)
114 CBaseMonster::PBestSound(void)
115 CBaseMonster::PBestScent(void)
116 CBaseMonster::HearingSensitivity(void)
117 CBaseMonster::BarnacleVictimBitten(entvars_s *)
118 CBaseMonster::BarnacleVictimReleased(void)
119 CBaseMonster::DoDSetScriptReset(void)
120 CBaseMonster::PrescheduleThink(void)
121 CBaseMonster::GetDeathActivity(void)
122 CBaseMonster::GibMonster(void)
123 CBaseMonster::HasHumanGibs(void)
124 CBaseMonster::HasAlienGibs(void)
125 CBaseMonster::FadeMonster(void)
126 CBasePlayer::GetGunPosition(void)
127 CBasePlayer::DeathSound(void)
128 CBaseMonster::AlertSound(void)
129 CBaseMonster::IdleSound(void)
130 CBaseMonster::PainSound(void)
131 CBaseMonster::StopFollowing(int)
132 CBasePlayer::PreThink(void)
133 CBasePlayer::PostThink(void)
134 CBasePlayer::Jump(void)
135 CBasePlayer::Duck(void)
136 CBasePlayer::UpdateClientData(void)
137 CBasePlayer::ImpulseCommands(void)
Half-Life: Team Fortress Classic
Code:
// Auto reconstructed from vtable block @ 0x00179240
// from "tfc.so", by ida_vtables.idc
0 CBasePlayer::~CBasePlayer()
1 CBasePlayer::~CBasePlayer()
2 CBasePlayer::Spawn(void)
3 CBasePlayer::Precache(void)
4 CBaseMonster::KeyValue(KeyValueData_s *)
5 CBasePlayer::Save(CSave &)
6 CBasePlayer::Restore(CRestore &)
7 CBasePlayer::ObjectCaps(void)
8 CBaseEntity::Activate(void)
9 CBaseEntity::SetObjectCollisionBox(void)
10 CBasePlayer::Classify(void)
11 CBaseEntity::DeathNotice(entvars_s *)
12 CBasePlayer::TraceAttack(entvars_s *,float,Vector,TraceResult *,int)
13 CBasePlayer::TakeDamage(entvars_s *,entvars_s *,float,int)
14 CBasePlayer::TakeHealth(float,int)
15 CBasePlayer::Killed(entvars_s *,entvars_s *,int)
16 CBaseMonster::BloodColor(void)
17 CBaseEntity::TraceBleed(float,Vector,TraceResult *,int)
18 CBaseEntity::IsTriggered(void)
19 CBaseMonster::MyMonsterPointer(void)
20 CBaseEntity::MySquadMonsterPointer(void)
21 CBaseToggle::GetToggleState(void)
22 CBasePlayer::AddPlayerItem(CBasePlayerItem *)
23 CBasePlayer::RemovePlayerItem(CBasePlayerItem *)
24 CBasePlayer::GiveAmmo(int,char *,int,int *)
25 CBaseToggle::GetDelay(void)
26 CBaseMonster::IsMoving(void)
27 CBaseEntity::OverrideReset(void)
28 CBaseEntity::DamageDecal(int)
29 CBaseEntity::SetToggleState(int)
30 CBasePlayer::StartSneaking(void)
31 CBasePlayer::StopSneaking(void)
32 CBaseEntity::OnControls(entvars_s *)
33 CBasePlayer::IsSneaking(void)
34 CBasePlayer::IsAlive(void)
35 CBaseEntity::IsBSPModel(void)
36 CBaseEntity::ReflectGauss(void)
37 CBaseEntity::HasTarget(unsigned int)
38 CBaseEntity::IsInWorld(void)
39 CBasePlayer::IsPlayer(void)
40 CBasePlayer::IsNetClient(void)
41 CBaseEntity::DB_GetItemName(void)
42 CBaseEntity::GetNextTarget(void)
43 CBaseEntity::Think(void)
44 CBaseEntity::Touch(CBaseEntity*)
45 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
46 CBaseEntity::Blocked(CBaseEntity*)
47 CBaseEntity::Respawn(void)
48 CBaseEntity::UpdateOwner(void)
49 CBasePlayer::FBecomeProne(void)
50 CBaseEntity::Center(void)
51 CBaseEntity::EyePosition(void)
52 CBaseEntity::EarPosition(void)
53 CBasePlayer::BodyTarget(Vector const&)
54 CBasePlayer::Illumination(void)
55 CBaseEntity::FVisible(CBaseEntity*)
56 CBaseEntity::FVisible(Vector const&)
57 CBasePlayer::EngineerUse(CBasePlayer*)
58 CBaseEntity::Finished(void)
59 CBaseEntity::TeamFortress_EMPExplode(entvars_s *,float,float)
60 CBasePlayer::TeamFortress_CalcEMPDmgRad(float &,float &)
61 CBasePlayer::TeamFortress_TakeEMPBlast(entvars_s *)
62 CBaseEntity::TeamFortress_EMPRemove(void)
63 CBasePlayer::TeamFortress_TakeConcussionBlast(entvars_s *,float)
64 CBasePlayer::TeamFortress_Concuss(entvars_s *)
65 CBaseMonster::HandleAnimEvent(MonsterEvent_t *)
66 CBaseMonster::Look(int)
67 CBaseMonster::RunAI(void)
68 CBasePlayer::ShouldFadeOnDeath(void)
69 CBaseMonster::ChangeYaw(int)
70 CBaseMonster::MonsterThink(void)
71 CBaseMonster::IRelationship(CBaseEntity *)
72 CBaseMonster::MonsterInit(void)
73 CBaseMonster::MonsterInitDead(void)
74 CBaseMonster::BecomeDead(void)
75 CBaseMonster::StartMonster(void)
76 CBaseMonster::BestVisibleEnemy(void)
77 CBaseMonster::FInViewCone(CBaseEntity *)
78 CBaseMonster::FInViewCone(Vector *)
79 CBaseMonster::CheckLocalMove(Vector const&,Vector const&,CBaseEntity *,float *)
80 CBaseMonster::Move(float)
81 CBaseMonster::MoveExecute(CBaseEntity *,Vector const&,float)
82 CBaseMonster::ShouldAdvanceRoute(float)
83 CBaseMonster::GetStoppedActivity(void)
84 CBaseMonster::Stop(void)
85 CBaseMonster::CheckRangeAttack1(float,float)
86 CBaseMonster::CheckRangeAttack2(float,float)
87 CBaseMonster::CheckMeleeAttack1(float,float)
88 CBaseMonster::CheckMeleeAttack2(float,float)
89 CBaseMonster::ScheduleFromName(char const*)
90 CBaseMonster::StartTask(Task_t *)
91 CBaseMonster::RunTask(Task_t *)
92 CBaseMonster::GetScheduleOfType(int)
93 CBaseMonster::GetSchedule(void)
94 CBaseMonster::ScheduleChange(void)
95 CBaseMonster::CanPlaySequence(int,int)
96 CBaseMonster::CanPlaySentence(int)
97 CBaseMonster::PlaySentence(char const*,float,float,float)
98 CBaseMonster::PlayScriptedSentence(char const*,float,float,float,int,CBaseEntity *)
99 CBaseMonster::SentenceStop(void)
100 CBaseMonster::GetIdealState(void)
101 CBaseMonster::SetActivity(Activity)
102 CBaseMonster::ReportAIState(void)
103 CBaseMonster::CheckEnemy(CBaseEntity *)
104 CBaseMonster::FTriangulate(Vector const&,Vector const&,float,CBaseEntity *,Vector*)
105 CBaseMonster::SetYawSpeed(void)
106 CBaseMonster::BuildNearestRoute(Vector,Vector,float,float)
107 CBaseMonster::FindCover(Vector,Vector,float,float)
108 CBaseMonster::FValidateCover(Vector const&)
109 CBaseMonster::CoverRadius(void)
110 CBaseMonster::FCanCheckAttacks(void)
111 CBaseMonster::CheckAmmo(void)
112 CBaseMonster::IgnoreConditions(void)
113 CBaseMonster::FValidateHintType(short)
114 CBaseMonster::FCanActiveIdle(void)
115 CBaseMonster::ISoundMask(void)
116 CBaseMonster::PBestSound(void)
117 CBaseMonster::PBestScent(void)
118 CBaseMonster::HearingSensitivity(void)
119 CBasePlayer::BarnacleVictimBitten(entvars_s *)
120 CBasePlayer::BarnacleVictimReleased(void)
121 CBaseMonster::PrescheduleThink(void)
122 CBaseMonster::GetDeathActivity(void)
123 CBaseMonster::GibMonster(void)
124 CBaseMonster::HasHumanGibs(void)
125 CBaseMonster::HasAlienGibs(void)
126 CBaseMonster::FadeMonster(void)
127 CBaseMonster::RadiusDamage(entvars_s *,entvars_s *,float,int,int)
128 CBaseMonster::RadiusDamage(Vector,entvars_s *,entvars_s *,float,int,int)
129 CBasePlayer::DeathSound(void)
130 CBaseMonster::AlertSound(void)
131 CBaseMonster::IdleSound(void)
132 CBasePlayer::PainSound(void)
133 CBaseMonster::StopFollowing(int)
134 CBasePlayer::Jump(void)
135 CBasePlayer::Duck(void)
136 CBasePlayer::PreThink(void)
137 CBasePlayer::PostThink(void)
138 CBasePlayer::ImpulseCommands(void)
Example:
Code:
#include <amxmodx>
#include <amxmisc>
#include <orpheu>
new g_maxClients;
public plugin_init( )
{
new OrpheuFunction:playerSpawnHook = OrpheuGetFunctionFromClass( "player" , "Spawn" , "CBasePlayer" ) ;
OrpheuRegisterHook( playerSpawnHook, "Hook_ClientSpawn" ) ;
new OrpheuFunction:playerKilledHook = OrpheuGetFunctionFromClass( "player" , "Killed" , "CBasePlayer" ) ;
OrpheuRegisterHook( playerKilledHook, "Hook_ClientKilled" ) ;
g_maxClients = get_maxplayers ( ) ;
}
public Hook_ClientSpawn( id)
{
client_print ( id, print_chat, "[Orpheu Test] You have been spawned!" ) ;
}
public Hook_ClientKilled( id, attacker, gib)
{
new name[ 32 ] , attackerName[ 32 ] ;
get_user_name ( id, name, charsmax( name) ) ;
get_user_name ( attacker, attackerName, charsmax( attackerName) ) ;
for ( new i = 1 ; i <= g_maxClients; i++)
{
client_print ( i, print_chat, "[Orpheu Test] %s have just killed %s!" , attackerName, name) ;
}
client_print ( id, print_chat, "[Orpheu Test] You have been killed by %s!" , attackerName) ;
client_print ( attacker, print_chat, "[Orpheu Test] You have killed %s!" , name) ;
}
Special Thanks To:
Last edited by TheDS1337; 09-02-2013 at 13:46 .