the virtual function list of Class CBasePlayer:
Code:
offset Spawn__11CBasePlayer
offset Precache__11CBasePlayer,
offset Restart__11CBaseEntity ;
offset KeyValue__12CBaseMonsterP14KeyValueData_s,
offset Save__11CBasePlayerR5CSave
offset Restore__11CBasePlayerR8CRestore,
offset ObjectCaps__11CBasePlayer
offset Activate__11CBaseEntity,
offset SetObjectCollisionBox__11CBaseEntity
offset Classify__11CBasePlayer,
offset DeathNotice__11CBaseEntityP9entvars_s
offset TraceAttack__11CBasePlayerP9entvars_sfG6VectorP11TraceResulti
offset TakeDamage__11CBasePlayerP9entvars_sT1fi,
offset TakeHealth__11CBasePlayerfi
offset Killed__11CBasePlayerP9entvars_si,
offset BloodColor__12CBaseMonster
offset TraceBleed__11CBaseEntityfG6VectorP11TraceResulti
offset IsTriggered__11CBaseEntityP11CBaseEntity,
offset MyMonsterPointer__11CBaseEntity
offset MySquadMonsterPointer__11CBaseEntity,
offset GetToggleState__11CBaseToggle
offset AddPoints__11CBasePlayerii,
offset AddPointsToTeam__11CBasePlayerii
offset AddPlayerItem__11CBasePlayerP15CBasePlayerItem
offset RemovePlayerItem__11CBasePlayerP15CBasePlayerItem
offset GiveAmmo__11CBasePlayeriPci,
offset GetDelay__11CBaseToggle
offset IsMoving__11CBaseEntity,
offset OverrideReset__11CBaseEntity
offset DamageDecal__11CBaseEntityi,
offset SetToggleState__11CBaseEntityi
offset StartSneaking__11CBasePlayer,
offset StopSneaking__11CBasePlayer
offset OnControls__11CBaseEntityP9entvars_s,
offset IsSneaking__11CBasePlayer
offset IsAlive__11CBasePlayer,
offset IsBSPModel__11CBaseEntity
offset ReflectGauss__11CBaseEntity,
offset HasTarget__11CBaseEntityUi
offset IsInWorld__11CBaseEntity,
offset IsPlayer__11CBasePlayer
offset IsNetClient__11CBasePlayer,
offset TeamID__11CBasePlayer
offset GetNextTarget__11CBaseEntity,
offset Think__11CBaseEntity
offset Touch__11CBaseEntityP11CBaseEntity,
offset Use__11CBaseEntityP11CBaseEntityT18USE_TYPEf
offset Blocked__11CBaseEntityP11CBaseEntity,
offset Respawn__11CBaseEntity
offset UpdateOwner__11CBaseEntity,
offset FBecomeProne__11CBasePlayer
offset Center__11CBaseEntity,
offset EyePosition__11CBaseEntity
offset EarPosition__11CBaseEntity,
offset BodyTarget__11CBasePlayerRC6Vector
offset Illumination__11CBasePlayer,
offset FVisible__11CBaseEntityP11CBaseEntity
offset FVisible__11CBaseEntityRC6Vector,
offset HandleAnimEvent__14CBaseAnimatingP14MonsterEvent_t
offset ChangeYaw__12CBaseMonsteri,
offset HasHumanGibs__12CBaseMonster
offset HasAlienGibs__12CBaseMonster,
offset FadeMonster__12CBaseMonster
offset GibMonster__12CBaseMonster,
offset GetDeathActivity__12CBaseMonster
offset BecomeDead__12CBaseMonster,
offset ShouldFadeOnDeath__11CBasePlayer
offset IRelationship__12CBaseMonsterP11CBaseEntity
offset PainSound__12CBaseMonster,
offset ResetMaxSpeed__11CBasePlayer
offset ReportAIState__12CBaseMonster,
offset MonsterInitDead__12CBaseMonster
offset Look__12CBaseMonsteri,
offset BestVisibleEnemy__12CBaseMonster
offset FInViewCone__12CBaseMonsterP11CBaseEntity,
offset FInViewCone__12CBaseMonsterP6Vector
offset Jump__11CBasePlayer,
offset Duck__11CBasePlayer
offset PreThink__11CBasePlayer,
offset PostThink__11CBasePlayer
offset GetGunPosition__11CBasePlayer,
offset IsBot__11CBasePlayer
offset UpdateClientData__11CBasePlayer,
offset ImpulseCommands__11CBasePlayer
offset RoundRespawn__11CBasePlayer, //offset on win = 84, linux = 86
offset GetAutoaimVector__11CBasePlayerf
offset Blind__11CBasePlayerfffi,
offset OnTouchingWeapon__11CBasePlayerP10CWeaponBox
offset on windows start at 0, linux start at 2
you can use Orpheu to hook it !
about the GETREALADDR take a look the source of MemHack.
edited:
signature:
Code:
{
"name" : "RoundRespawn",
"class" : "CBasePlayer",
"library" : "mod",
"indexes" :
[
{
"os" : "windows",
"mod" : "cstrike",
"value" : 84
},
{
"os" : "linux",
"mod" : "cstrike",
"value" : 86
}
]
}
pawn code:
Code:
#include <amxmodx>
#include <orpheu>
public plugin_init()
{
new OrpheuFunction:PlayerRoundRespawn = OrpheuGetFunctionFromClass("player", "RoundRespawn", "CBasePlayer");
OrpheuRegisterHook(PlayerRoundRespawn, "RoundRespawn");
}
public RoundRespawn(player)//CBasePlayer::RoundRespawn(void)
{
//code here.
}
__________________