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client21
Senior Member
Join Date: Apr 2013
Old 04-21-2013 , 18:28   windows signatures
Reply With Quote #1

For example:

Code:
"RoundRespawn"
{
    "windows"    "\x55\x8B\xEC\x51\x89\x2A\x2A\x8B\x2A\x2A\x8B\x10\x8B"
    "linux"    "@_ZN9CCSPlayer12RoundRespawnEv"
}
How to find this -> _ZN9CCSPlayer12RoundRespawnEv <- I know, it is easy.
But how found "windows" signature - I can not understand (i use IDA 5.0 free).
I have read various articles that I found here, they did not help me.

And I can not understand how to get the offsets. In the instruction has been written to use linux_vtable_dump.idc, but I did get an empty file:

Code:
// Auto reconstructed from vtable block @ 0x002D8CD0
// from "server_srv.so", by ida_vtables.idc
If there is a link to a normal article / instruction, give.

Last edited by client21; 04-21-2013 at 19:01.
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client21
Senior Member
Join Date: Apr 2013
Old 04-22-2013 , 11:13   Re: windows signatures
Reply With Quote #2

Why no one helps?
Why not have a normal article with examples of how to do it?
If too lazy to write a lot, give at least some information that will help me.
But better to update the old tutorials about it or write new.
I would like to learn SDKCall functions, but how to do it without a signature and offsets?
Enough for me to have at least one normal example, but where is he?

Last edited by client21; 04-22-2013 at 11:13.
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VoiDeD
AlliedModders Donor
Join Date: Mar 2009
Location: Illinois, USA
Old 04-22-2013 , 11:20   Re: windows signatures
Reply With Quote #3

No one is responding likely because finding signatures can be difficult sometimes.

The best way to find signatures for a windows function is to first locate that function in a linux/mac binary. Once you've done that, look for any strings referenced in the function. Then locate the strings in the windows binary, and then follow the xrefs to the function itself.

If there are no strings, sometimes you can get lucky by finding functions that call or are called by the function you're looking for and also have strings.
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client21
Senior Member
Join Date: Apr 2013
Old 04-22-2013 , 11:52   Re: windows signatures
Reply With Quote #4

For example, i found "TerminateRound" (image attached):

Code:
54 65 72 6D 69 6E 61 74
65 52 6F 75 6E 64 3A 20  75 6E 6B 6E 6F 77 6E 20
72 6F 75 6E 64 20 65 6E  64 20 49 44 20 25 69 0A  00
But in sourcemod\gamedata\sm-cstrike.games\game.css.txt:

Code:
"TerminateRound"
{
    "windows" "\x55\x8B\xEC\x83\xEC\x24\x53\x8B\x5D\x0C\x56\x57\x33\xFF"
"
Why are they not the same?
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Last edited by client21; 04-22-2013 at 12:03.
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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 04-22-2013 , 15:56   Re: windows signatures
Reply With Quote #5

You're looking at aTerminateRound, which is a string.
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jacek2144
Senior Member
Join Date: Jun 2011
Old 04-22-2013 , 16:24   Re: windows signatures
Reply With Quote #6

What we do if there are no strings related to that signature?
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VoiDeD
AlliedModders Donor
Join Date: Mar 2009
Location: Illinois, USA
Old 04-22-2013 , 17:19   Re: windows signatures
Reply With Quote #7

Quote:
Originally Posted by jacek2144 View Post
What we do if there are no strings related to that signature?
Pray.

If it's a pretty unique function you can often get lucky by finding callers up and down the call tree that have strings.
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client21
Senior Member
Join Date: Apr 2013
Old 04-29-2013 , 23:41   Re: windows signatures
Reply With Quote #8

How to find the offset, for example, CCSPlayer:: Deafen(float) ? Offsets a lot, but only manages to get some.
I get a blank file or this (linux_vtable_dump.idc) :

Code:
// Auto reconstructed from vtable block @ 0x00885020
// from "server_srv.so", by ida_vtables.idc
0	CCSBot::~CCSBot()
1	CCSBot::~CCSBot()
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&)
3	CBaseEntity::GetRefEHandle(void)const
4	CBaseEntity::GetCollideable(void)
5	CBaseEntity::GetNetworkable(void)
6	CBaseEntity::GetBaseEntity(void)
7	CBaseEntity::GetModelIndex(void)const
8	CBaseEntity::GetModelName(void)const
9	CBaseEntity::SetModelIndex(int)
10	CCSPlayer::GetServerClass(void)
11	CCSPlayer::YouForgotToImplementOrDeclareServerClass(void)
12	CCSBot::GetDataDescMap(void)
13	CBaseEntity::SetModelIndexOverride(int,int)
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	CCSBot::Spawn(void)
24	CCSPlayer::Precache(void)
25	CBot<CCSPlayer>::SetModel(char  const*)
26	CBaseAnimating::OnNewModel(void)
27	CBaseMultiplayerPlayer::PostConstructor(char  const*)
28	CBaseEntity::PostClientActive(void)
29	CBaseEntity::ParseMapData(CEntityMapData *)
30	CBaseEntity::KeyValue(char  const*,char  const*)
31	CBaseEntity::KeyValue(char  const*,float)
32	CBaseEntity::KeyValue(char  const*,Vector  const&)
33	CBaseEntity::GetKeyValue(char  const*,char *,int)
34	CBasePlayer::Activate(void)
35	CBaseEntity::SetParent(CBaseEntity*,int)
36	CBasePlayer::ObjectCaps(void)
37	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
38	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
39	CBasePlayer::DrawDebugGeometryOverlays(void)
40	CBaseAnimating::DrawDebugTextOverlays(void)
41	CBasePlayer::Save(ISave &)
42	CBasePlayer::Restore(IRestore &)
43	CBasePlayer::ShouldSavePhysics(void)
44	CBaseEntity::OnSave(IEntitySaveUtils *)
45	CBasePlayer::OnRestore(void)
46	CBasePlayer::RequiredEdictIndex(void)
47	CBaseEntity::MoveDone(void)
48	CBot<CCSPlayer>::Think(void)
49	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)
50	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)
51	CBaseAnimating::GetBaseAnimating(void)
52	CBaseMultiplayerPlayer::GetResponseSystem(void)
53	CAI_ExpresserHost<CBasePlayer>::DispatchResponse(char  const*)
54	CBasePlayer::Classify(void)
55	CBaseEntity::DeathNotice(CBaseEntity*)
56	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
57	CBaseEntity::GetAutoAimRadius(void)
58	CBaseEntity::GetAutoAimCenter(void)
59	CBaseEntity::GetBeamTraceFilter(void)
60	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
61	CCSPlayer::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *,CDmgAccumulator *)
62	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
63	CCSBot::OnTakeDamage(CTakeDamageInfo  const&)
64	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
65	CBasePlayer::TakeHealth(float,int)
66	CBaseEntity::IsAlive(void)
67	CCSBot::Event_Killed(CTakeDamageInfo  const&)
68	CCSPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&)
69	CBaseCombatCharacter::BloodColor(void)
70	CBaseEntity::IsTriggered(CBaseEntity*)
71	CBaseEntity::IsNPC(void)const
72	CBaseCombatCharacter::MyCombatCharacterPointer(void)
73	CBaseEntity::MyNextBotPointer(void)
74	CBaseEntity::GetDelay(void)
75	CBaseEntity::IsMoving(void)
76	CBaseEntity::DamageDecal(int,int)
77	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
78	CBaseEntity::ImpactTrace(CGameTrace *,int,char  const*)
79	CBaseEntity::OnControls(CBaseEntity*)
80	CBaseEntity::HasTarget(string_t)
81	CBasePlayer::IsPlayer(void)const
82	CBot<CCSPlayer>::IsNetClient(void)const
83	CBaseEntity::IsTemplate(void)
84	CBaseEntity::IsBaseObject(void)const
85	CBaseEntity::IsBaseTrain(void)const
86	CBaseEntity::IsCombatItem(void)const
87	CBaseEntity::IsBaseCombatWeapon(void)const
88	CBaseEntity::IsWearable(void)const
89	CBaseEntity::MyCombatWeaponPointer(void)
90	CBaseEntity::GetServerVehicle(void)
91	CBaseEntity::IsViewable(void)
92	CCSPlayer::ChangeTeam(int)
93	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
94	CBaseEntity::CanStandOn(CBaseEntity*)const
95	CBaseEntity::CanStandOn(edict_t *)const
96	CBaseEntity::GetEnemy(void)
97	CBaseEntity::GetEnemy(void)const
98	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)
99	CBaseEntity::StartTouch(CBaseEntity*)
100	CCSBot::Touch(CBaseEntity *)
101	CBaseEntity::EndTouch(CBaseEntity*)
102	CBaseEntity::StartBlocked(CBaseEntity*)
103	CBaseEntity::Blocked(CBaseEntity*)
104	CBaseEntity::EndBlocked(void)
105	CBasePlayer::PhysicsSimulate(void)
106	CBasePlayer::UpdateOnRemove(void)
107	CBaseEntity::StopLoopingSounds(void)
108	CBaseEntity::SUB_AllowedToFade(void)
109	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)
110	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
111	CBasePlayer::MakeTracer(Vector  const&,CGameTrace  const&,int)
112	CBaseEntity::GetTracerAttachment(void)
113	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
114	CBasePlayer::DoImpactEffect(CGameTrace &,int)
115	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
116	CBaseEntity::Respawn(void)
117	CBaseEntity::IsLockedByMaster(void)
118	CBaseEntity::GetMaxHealth(void)const
119	CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &)
120	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
121	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
122	CBasePlayer::NetworkStateChanged_m_iHealth(void)
123	CBasePlayer::NetworkStateChanged_m_iHealth(void *)
124	CBasePlayer::NetworkStateChanged_m_lifeState(void)
125	CBasePlayer::NetworkStateChanged_m_lifeState(void *)
126	CBaseEntity::NetworkStateChanged_m_takedamage(void)
127	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
128	CBaseEntity::GetDamageType(void)const
129	CBaseEntity::GetDamage(void)
130	CBaseEntity::SetDamage(float)
131	CBasePlayer::EyePosition(void)
132	CBasePlayer::EyeAngles(void)
133	CBasePlayer::LocalEyeAngles(void)
134	CBaseEntity::EarPosition(void)
135	CBasePlayer::BodyTarget(Vector  const&,bool)
136	CBaseEntity::HeadTarget(Vector  const&)
137	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
138	CBaseEntity::GetViewOffset(void)const
139	CBaseEntity::SetViewOffset(Vector  const&)
140	CBasePlayer::GetSmoothedVelocity(void)
141	CBaseAnimating::GetVelocity(Vector *,Vector *)
142	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)
143	CBaseCombatCharacter::FVisible(Vector  const&,int,CBaseEntity **)
144	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
145	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
146	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
147	CBaseEntity::GetGroundVelocityToApply(Vector &)
148	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
149	CBaseEntity::Splash(void)
150	CBaseEntity::WorldSpaceCenter(void)const
151	CBaseEntity::GetSoundEmissionOrigin(void)const
152	CBaseEntity::ModifyEmitSoundParams(EmitSound_t &)
153	CBaseEntity::IsDeflectable(void)
154	CBaseEntity::Deflected(CBaseEntity*,Vector &)
155	CBaseEntity::CreateVPhysics(void)
156	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
157	CBasePlayer::VPhysicsDestroyObject(void)
158	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)
159	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
160	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
161	CCSPlayer::VPhysicsShadowUpdate(IPhysicsObject *)
162	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)
163	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
164	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
165	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
166	CBaseEntity::VPhysicsIsFlesh(void)
167	CBaseEntity::HasPhysicsAttacker(float)
168	CBasePlayer::PhysicsSolidMaskForEntity(void)const
169	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
170	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
171	CBaseAnimating::GetStepOrigin(void)const
172	CBaseAnimating::GetStepAngles(void)const
173	CBaseEntity::ShouldDrawWaterImpacts(void)
174	CBasePlayer::NetworkStateChanged_m_fFlags(void)
175	CBasePlayer::NetworkStateChanged_m_fFlags(void *)
176	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)
177	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)
178	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)
179	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)
180	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)
181	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)
182	CBasePlayer::NetworkStateChanged_m_flFriction(void)
183	CBasePlayer::NetworkStateChanged_m_flFriction(void *)
184	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)
185	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)
186	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)
187	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)
188	CBaseAnimating::GetIdealSpeed(void)const
189	CBaseAnimating::GetIdealAccel(void)const
190	CBaseAnimatingOverlay::StudioFrameAdvance(void)
191	CBaseAnimating::SetSequence(int)
192	CBaseAnimating::IsActivityFinished(void)
193	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
194	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
195	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
196	CBaseAnimating::IsRagdoll(void)
197	CBaseAnimating::CanBecomeRagdoll(void)
198	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
199	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
200	CBaseAnimating::SetupBones(matrix3x4_t *,int)
201	CBaseAnimating::CalculateIKLocks(float)
202	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)
203	CCSPlayer::HandleAnimEvent(animevent_t *)
204	CBaseAnimating::PopulatePoseParameters(void)
205	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
206	CBaseAnimating::InitBoneControllers(void)
207	CBaseAnimating::GetGroundSpeedVelocity(void)
208	CBasePlayer::RefreshCollisionBounds(void)
209	CBaseAnimating::Ignite(float,bool,float,bool)
210	CBaseAnimating::IgniteLifetime(float)
211	CBaseAnimating::IgniteNumHitboxFires(int)
212	CBaseAnimating::IgniteHitboxFireScale(float)
213	CBaseAnimating::Extinguish(void)
214	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)
215	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
216	CBaseFlex::SetViewtarget(Vector  const&)
217	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)
218	CBaseFlex::ProcessSceneEvents(void)
219	CBaseFlex::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)
220	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)
221	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)
222	CBaseFlex::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)
223	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)
224	CBaseFlex::GetSpecialDSP(void)
225	CBasePlayer::GetPhysicsImpactDamageTable(void)
226	CBaseCombatCharacter::FInViewCone(CBaseEntity *)
227	CBaseCombatCharacter::FInViewCone(Vector  const&)
228	CBaseCombatCharacter::FInAimCone(CBaseEntity *)
229	CBaseCombatCharacter::FInAimCone(Vector  const&)
230	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
231	CBaseCombatCharacter::FindMissTarget(void)
232	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)
233	CBasePlayer::BodyAngles(void)
234	CBaseCombatCharacter::BodyDirection2D(void)
235	CBaseCombatCharacter::BodyDirection3D(void)
236	CBaseCombatCharacter::HeadDirection2D(void)
237	CBaseCombatCharacter::HeadDirection3D(void)
238	CBaseCombatCharacter::EyeDirection2D(void)
239	CBaseCombatCharacter::EyeDirection3D(void)
240	CBaseCombatCharacter::IsHiddenByFog(Vector  const&)const
241	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const
242	CBaseCombatCharacter::IsHiddenByFog(float)const
243	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&)const
244	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const
245	CBaseCombatCharacter::GetFogObscuredRatio(float)const
246	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const
247	CBaseCombatCharacter::IsLookingTowards(Vector  const&,float)const
248	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const
249	CBaseCombatCharacter::IsInFieldOfView(Vector  const&)const
250	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const
251	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const
252	CBaseCombatCharacter::GiveAmmo(int,int,bool)
253	CBaseCombatCharacter::RemoveAmmo(int,int)
254	CBaseCombatCharacter::RemoveAmmo(int,char  const*)
255	CBaseCombatCharacter::GetAmmoCount(int)const
256	CBaseCombatCharacter::NPC_TranslateActivity(Activity)
257	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)
258	CBaseCombatCharacter::Weapon_FrameUpdate(void)
259	CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t *)
260	CCSPlayer::Weapon_CanUse(CBaseCombatWeapon *)
261	CCSPlayer::Weapon_Equip(CBaseCombatWeapon *)
262	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)
263	CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)
264	CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,int)
265	CBasePlayer::Weapon_ShootPosition(void)
266	CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)
267	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)
268	CBaseCombatCharacter::Weapon_GetSlot(int)const
269	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)
270	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)
271	CBaseCombatCharacter::CanBecomeServerRagdoll(void)
272	CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&)
273	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&)
274	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&)
275	CBaseCombatCharacter::GetAliveDuration(void)const
276	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)
277	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)
278	CBaseCombatCharacter::HasEverBeenInjured(int)const
279	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const
280	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&)
281	CBaseCombatCharacter::GetDeathActivity(void)
282	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&)
283	CBaseCombatCharacter::CorpseFade(void)
284	CBaseCombatCharacter::HasHumanGibs(void)
285	CBaseCombatCharacter::HasAlienGibs(void)
286	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&)
287	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
288	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&)
289	CBasePlayer::Event_Dying(CTakeDamageInfo  const&)
290	CBaseCombatCharacter::Event_Dying(void)
291	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&,Vector  const&)
292	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)
293	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&,float,int)
294	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&,Vector  const&,int,int,float,bool)
295	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&,Vector  const&,Vector  const&,Vector  const&,int,int,float,bool)
296	CCSBot::PushawayTouch(CBaseEntity *)
297	CBaseCombatCharacter::IRelationType(CBaseEntity *)
298	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)
299	CBasePlayer::IsInAVehicle(void)const
300	CBasePlayer::GetVehicle(void)
301	CBasePlayer::GetVehicleEntity(void)
302	CBaseCombatCharacter::ExitVehicle(void)
303	CBaseCombatCharacter::RemoveAllWeapons(void)
304	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)
305	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)
306	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)
307	CBasePlayer::DoMuzzleFlash(void)
308	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)
309	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)
310	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)
311	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)
312	CCSBot::GetLastKnownArea(void)const
313	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const
314	CBaseCombatCharacter::ClearLastKnownArea(void)
315	CBaseCombatCharacter::UpdateLastKnownArea(void)
316	CBaseCombatCharacter::OnNavAreaChanged(CNavArea *,CNavArea *)
317	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)
318	CBaseCombatCharacter::OnPursuedBy(INextBot *)
319	CBasePlayer::NetworkStateChanged_m_iAmmo(void)
320	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)
321	CCSPlayer::CreateViewModel(int)
322	CCSPlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)
323	CCSPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec<2048>  const*)const
324	CBasePlayer::SharedSpawn(void)
325	CBasePlayer::ForceRespawn(void)
326	CCSPlayer::InitialSpawn(void)
327	CBasePlayer::InitHUD(void)
328	CCSPlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)
329	CCSPlayer::PlayerDeathThink(void)
330	CBasePlayer::Jump(void)
331	CBasePlayer::Duck(void)
332	CCSPlayer::PreThink(void)
333	CCSPlayer::PostThink(void)
334	CBasePlayer::DamageEffect(float,int)
335	CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&)
336	CBasePlayer::ShouldFadeOnDeath(void)
337	CBasePlayer::IsFakeClient(void)const
338	CBasePlayer::GetPlayerMins(void)const
339	CBasePlayer::GetPlayerMaxs(void)const
340	CBasePlayer::CalcRoll(QAngle  const&,Vector  const&,float,float)
341	CBasePlayer::PackDeadPlayerItems(void)
342	CCSPlayer::RemoveAllItems(bool)
343	CCSBot::IsRunning(void)const
344	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)
345	CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)
346	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)
347	CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *)
348	CBasePlayer::GetTimeSinceWeaponFired(void)const
349	CBasePlayer::IsFiringWeapon(void)const
350	CBasePlayer::UpdateClientData(void)
351	CBasePlayer::ExitLadder(void)
352	CBasePlayer::GetLadderSurface(Vector  const&)
353	CBasePlayer::SetFlashlightEnabled(bool)
354	CCSPlayer::FlashlightIsOn(void)
355	CCSPlayer::FlashlightTurnOn(void)
356	CCSPlayer::FlashlightTurnOff(void)
357	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)
358	CCSPlayer::UpdateStepSound(surfacedata_t *,Vector  const&,Vector  const&)
359	CCSPlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool)
360	CBasePlayer::GetOverrideStepSound(char  const*)
361	CBasePlayer::GetStepSoundVelocities(float *,float *)
362	CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
363	CCSPlayer::DeathSound(CTakeDamageInfo  const&)
364	CBasePlayer::GetSceneSoundToken(void)
365	CBasePlayer::OnEmitFootstepSound(CSoundParameters  const&,Vector  const&,float)
366	CCSPlayer::SetAnimation(PLAYER_ANIM)
367	CBasePlayer::ImpulseCommands(void)
368	CCSPlayer::CheatImpulseCommands(int)
369	CBot<CCSPlayer>::ClientCommand(CCommand  const&)
370	CBasePlayer::StartObserverMode(int)
371	CBasePlayer::StopObserverMode(void)
372	CBasePlayer::ModeWantsSpectatorGUI(int)
373	CBasePlayer::SetObserverMode(int)
374	CBasePlayer::GetObserverMode(void)
375	CBasePlayer::SetObserverTarget(CBaseEntity *)
376	CBasePlayer::ObserverUse(bool)
377	CBasePlayer::GetObserverTarget(void)
378	CBasePlayer::FindNextObserverTarget(bool)
379	CCSPlayer::GetNextObserverSearchStartPoint(bool)
380	CBasePlayer::IsValidObserverTarget(CBaseEntity *)
381	CBasePlayer::CheckObserverSettings(void)
382	CBasePlayer::JumptoPosition(Vector  const&,QAngle  const&)
383	CBasePlayer::ForceObserverMode(int)
384	CBasePlayer::ResetObserverMode(void)
385	CBasePlayer::ValidateCurrentObserverTarget(void)
386	CCSPlayer::AttemptToExitFreezeCam(void)
387	CCSPlayer::StartReplayMode(float,float,int)
388	CCSPlayer::StopReplayMode(void)
389	CBasePlayer::GetDelayTicks(void)
390	CBasePlayer::GetReplayEntity(void)
391	CBasePlayer::CreateCorpse(void)
392	CCSPlayer::EntSelectSpawnPoint(void)
393	CBasePlayer::GetInVehicle(IServerVehicle *,int)
394	CBasePlayer::LeaveVehicle(Vector  const&,QAngle  const&)
395	CBasePlayer::OnVehicleStart(void)
396	CBasePlayer::OnVehicleEnd(Vector &)
397	CCSBot::BumpWeapon(CBaseCombatWeapon *)
398	CBasePlayer::SelectLastItem(void)
399	CBasePlayer::SelectItem(char  const*,int)
400	CBasePlayer::ItemPostFrame(void)
401	CCSPlayer::GiveNamedItem(char  const*,int)
402	CBasePlayer::CheckTrainUpdate(void)
403	CBasePlayer::SetPlayerUnderwater(bool)
404	CBasePlayer::CanBreatheUnderwater(void)const
405	CBasePlayer::PlayerUse(void)
406	CCSPlayer::PlayUseDenySound(void)
407	CCSPlayer::FindUseEntity(void)
408	CCSPlayer::IsUseableEntity(CBaseEntity *,unsigned int)
409	CBasePlayer::PickupObject(CBaseEntity *,bool)
410	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)
411	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)
412	CBasePlayer::UpdateGeigerCounter(void)
413	CBasePlayer::GetAutoaimVector(float)
414	CBasePlayer::GetAutoaimVector(float,float)
415	CBasePlayer::GetAutoaimVector(autoaim_params_t &)
416	CBasePlayer::ShouldAutoaim(void)
417	CBasePlayer::ForceClientDllUpdate(void)
418	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)
419	CCSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)
420	CBasePlayer::ChangeTeam(int,bool,bool)
421	CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer *)
422	CBaseMultiplayerPlayer::CanSpeak(void)
423	CCSPlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &)
424	CBasePlayer::CheckChatText(char *,int)
425	CCSPlayer::CreateRagdollEntity(void)
426	CBasePlayer::ShouldAnnounceAchievement(void)
427	CBasePlayer::IsFollowingPhysics(void)
428	CCSPlayer::InitVCollision(Vector  const&,Vector  const&)
429	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)
430	CBasePlayer::Hints(void)
431	CBasePlayer::IsReadyToPlay(void)
432	CBasePlayer::IsReadyToSpawn(void)
433	CBasePlayer::ShouldGainInstantSpawn(void)
434	CBasePlayer::ResetPerRoundStats(void)
435	CBasePlayer::ResetScores(void)
436	CBasePlayer::EquipSuit(bool)
437	CBasePlayer::RemoveSuit(void)
438	CCSPlayer::GetPlayerMaxSpeed(void)
439	CCSPlayer::CommitSuicide(bool,bool)
440	CCSPlayer::CommitSuicide(Vector  const&,bool,bool)
441	CBot<CCSPlayer>::IsBot(void)const
442	CBasePlayer::IsBotOfType(int)const
443	CBasePlayer::GetBotType(void)const
444	CBaseMultiplayerPlayer::GetExpresser(void)
445	CCSPlayer::SpawnArmorValue(void)const
446	CCSPlayer::NetworkStateChanged_m_ArmorValue(void)
447	CCSPlayer::NetworkStateChanged_m_ArmorValue(void *)
448	CBasePlayer::HasHaptics(void)
449	CBasePlayer::SetHaptics(bool)
450	CBasePlayer::PlayerSolidMask(bool)const
451	CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
452	CAI_ExpresserHost<CBasePlayer>::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
453	CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(char  const*,AI_Response *)
454	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)
455	CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
456	CBaseMultiplayerPlayer::CanBeAutobalanced(void)
457	CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
458	CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy(void)
459	CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char  const*)
460	CBaseMultiplayerPlayer::OnAchievementEarned(int)
461	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)
462	CBaseMultiplayerPlayer::CalculateTeamBalanceScore(void)
463	CBaseMultiplayerPlayer::CreateExpresser(void)
464	CCSPlayer::IsBeingGivenItem(void)const
465	CCSPlayer::CSAnim_GetActiveWeapon(void)
466	CCSPlayer::CSAnim_CanMove(void)
467	CCSBot::Blind(float,float,float)
468	CCSBot::Initialize(BotProfile  const*,int)
469	CCSBot::Upkeep(void)
470	CCSBot::Update(void)
471	CBot<CCSPlayer>::Run(void)
472	CCSBot::Walk(void)
473	CBot<CCSPlayer>::Crouch(void)
474	CBot<CCSPlayer>::StandUp(void)
475	CBot<CCSPlayer>::MoveForward(void)
476	CBot<CCSPlayer>::MoveBackward(void)
477	CBot<CCSPlayer>::StrafeLeft(void)
478	CBot<CCSPlayer>::StrafeRight(void)
479	CCSBot::Jump(bool)
480	CBot<CCSPlayer>::ClearMovement(void)
481	CBot<CCSPlayer>::UseEnvironment(void)
482	CCSBot::PrimaryAttack(void)
483	CBot<CCSPlayer>::ClearPrimaryAttack(void)
484	CBot<CCSPlayer>::TogglePrimaryAttack(void)
485	CBot<CCSPlayer>::SecondaryAttack(void)
486	CBot<CCSPlayer>::Reload(void)
487	CBot<CCSPlayer>::UpdatePlayer(void)
488	CCSBot::BuildUserCmd(CUserCmd &,QAngle  const&,float,float,float,int,unsigned char)
489	CBot<CCSPlayer>::Cmd_Argc(void)
490	CBot<CCSPlayer>::Cmd_Argv(int)
491	CCSBot::GetMoveSpeed(void)

Last edited by client21; 04-29-2013 at 23:44.
client21 is offline
bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 04-30-2013 , 07:52   Re: windows signatures
Reply With Quote #9

There might not be an offset for that, in which case you'll have to get the signature for the function instead.
bl4nk is offline
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