Instead the xrefs window points me to this, which seemed to be what I wanted, looking at it in the xrefs window.
But when I browse to it I find it by it's lonesome seemingly not in a vtable. I actually am not sure what this means.
Helps pwease? I'd rather not use a signature if at all possible.
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D30 00 db 0
.data:00AC2D31 00 db 0
.data:00AC2D32 00 db 0
.data:00AC2D33 00 db 0
.data:00AC2D34 20 F8 51 00 dd offset _ZN19CPointServerCommand12InputCommandER11inputdata_t ; CPointServerCommand::InputCommand(inputdata_t &)
.data:00AC2D38 00 db 0
.data:00AC2D39 00 db 0
.data:00AC2D3A 00 db 0
.data:00AC2D3B 00 db 0
.data:00AC2D3C 00 db 0
.data:00AC2D3D 00 db 0
And it's not in here:
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Inheritance Tree:
CPointServerCommand
CPointEntity
CBaseEntity
IServerEntity
IServerUnknown
IHandleEntity
VTable for CPointServerCommand: (0, 0)
Lin Win Function
0 0 CPointServerCommand::~CPointServerCommand()
1 0 CPointServerCommand::~CPointServerCommand()
2 1 CBaseEntity::SetRefEHandle(CBaseHandle const&)
3 2 CBaseEntity::GetRefEHandle(void)const
4 3 CBaseEntity::GetCollideable(void)
5 4 CBaseEntity::GetNetworkable(void)
6 5 CBaseEntity::GetBaseEntity(void)
7 6 CBaseEntity::GetModelIndex(void)const
8 7 CBaseEntity::GetModelName(void)const
9 8 CBaseEntity::SetModelIndex(int)
10 9 CBaseEntity::GetServerClass(void)
11 10 CBaseEntity::YouForgotToImplementOrDeclareServerClass(void)
12 11 CPointServerCommand::GetDataDescMap(void)
13 12 CBaseEntity::SetModelIndexOverride(int, int)
14 13 CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace &)
15 14 CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace &)
16 15 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *, Vector *)
17 16 CBaseEntity::ShouldCollide(int, int)const
18 17 CBaseEntity::SetOwnerEntity(CBaseEntity*)
19 18 CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*)
20 19 CBaseEntity::UpdateTransmitState(void)
21 20 CBaseEntity::SetTransmit(CCheckTransmitInfo *, bool)
22 21 CBaseEntity::GetTracerType(void)
23 22 CPointEntity::Spawn(void)
24 23 CBaseEntity::Precache(void)
25 24 CBaseEntity::SetModel(char const*)
26 25 CBaseEntity::OnNewModel(void)
27 26 CBaseEntity::PostConstructor(char const*)
28 27 CBaseEntity::PostClientActive(void)
29 28 CBaseEntity::ParseMapData(CEntityMapData *)
30 29 CPointEntity::KeyValue(char const*, char const*)
31 31 CBaseEntity::KeyValue(char const*, float)
32 30 CBaseEntity::KeyValue(char const*, Vector const&)
33 32 CBaseEntity::GetKeyValue(char const*, char *, int)
34 33 CBaseEntity::Activate(void)
35 34 CBaseEntity::SetParent(CBaseEntity*, int)
36 35 CPointEntity::ObjectCaps(void)
37 36 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int)
38 37 CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector &, QAngle &)
39 38 CBaseEntity: :D rawDebugGeometryOverlays(void)
40 39 CBaseEntity: :D rawDebugTextOverlays(void)
41 40 CBaseEntity::Save(ISave &)
42 41 CBaseEntity::Restore(IRestore &)
43 42 CBaseEntity::ShouldSavePhysics(void)
44 43 CBaseEntity::OnSave(IEntitySaveUtils *)
45 44 CBaseEntity::OnRestore(void)
46 45 CBaseEntity::RequiredEdictIndex(void)
47 46 CBaseEntity::MoveDone(void)
48 47 CBaseEntity::Think(void)
49 49 CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void)
50 48 CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void *)
51 50 CBaseEntity::GetBaseAnimating(void)
52 51 CBaseEntity::GetResponseSystem(void)
53 52 CBaseEntity: :D ispatchResponse(char const*)
54 53 CBaseEntity::Classify(void)
55 54 CBaseEntity: :D eathNotice(CBaseEntity*)
56 55 CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
57 56 CBaseEntity::GetAutoAimRadius(void)
58 57 CBaseEntity::GetAutoAimCenter(void)
59 58 CBaseEntity::GetBeamTraceFilter(void)
60 59 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
61 60 CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace *, CDmgAccumulator *)
62 61 CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
63 62 CBaseEntity::OnTakeDamage(CTakeDamageInfo const&)
64 63 CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector &, CBaseEntity*)
65 64 CBaseEntity::TakeHealth(float, int)
66 65 CBaseEntity::IsAlive(void)
67 66 CBaseEntity::Event_Killed(CTakeDamageInfo const&)
68 67 CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&)
69 68 CBaseEntity::BloodColor(void)
70 69 CBaseEntity::IsTriggered(CBaseEntity*)
71 70 CBaseEntity::IsNPC(void)const
72 71 CBaseEntity::MyCombatCharacterPointer(void)
73 72 CBaseEntity::MyNextBotPointer(void)
74 73 CBaseEntity::GetDelay(void)
75 74 CBaseEntity::IsMoving(void)
76 75 CBaseEntity: :D amageDecal(int, int)
77 76 CBaseEntity: :D ecalTrace(CGameTrace *, char const*)
78 77 CBaseEntity::ImpactTrace(CGameTrace *, int, char const*)
79 78 CBaseEntity::OnControls(CBaseEntity*)
80 79 CBaseEntity::HasTarget(string_t)
81 80 CBaseEntity::IsPlayer(void)const
82 81 CBaseEntity::IsNetClient(void)const
83 82 CBaseEntity::IsTemplate(void)
84 83 CBaseEntity::IsBaseObject(void)const
85 84 CBaseEntity::IsBaseTrain(void)const
86 85 CBaseEntity::IsCombatItem(void)const
87 86 CBaseEntity::IsBaseCombatWeapon(void)const
88 87 CBaseEntity::IsWearable(void)const
89 88 CBaseEntity::MyCombatWeaponPointer(void)
90 89 CBaseEntity::GetServerVehicle(void)
91 90 CBaseEntity::IsViewable(void)
92 91 CBaseEntity::ChangeTeam(int)
93 92 CBaseEntity::OnEntityEvent(EntityEvent_t, void *)
94 94 CBaseEntity::CanStandOn(CBaseEntity*)const
95 93 CBaseEntity::CanStandOn(edict_t *)const
96 96 CBaseEntity::GetEnemy(void)
97 95 CBaseEntity::GetEnemy(void)const
98 97 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
99 98 CBaseEntity::StartTouch(CBaseEntity*)
100 99 CBaseEntity::Touch(CBaseEntity*)
101 100 CBaseEntity::EndTouch(CBaseEntity*)
102 101 CBaseEntity::StartBlocked(CBaseEntity*)
103 102 CBaseEntity::Blocked(CBaseEntity*)
104 103 CBaseEntity::EndBlocked(void)
105 104 CBaseEntity::PhysicsSimulate(void)
106 105 CBaseEntity::UpdateOnRemove(void)
107 106 CBaseEntity::StopLoopingSounds(void)
108 107 CBaseEntity::SUB_AllowedToFade(void)
109 108 CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*)
110 109 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
111 110 CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int)
112 111 CBaseEntity::GetTracerAttachment(void)
113 112 CBaseEntity::FireBullets(FireBulletsInfo_t const&)
114 113 CBaseEntity: :D oImpactEffect(CGameTrace &, int)
115 114 CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
116 115 CBaseEntity::Respawn(void)
117 116 CBaseEntity::IsLockedByMaster(void)
118 117 CBaseEntity::GetMaxHealth(void)const
119 118 CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet &)
120 120 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
121 119 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
122 122 CBaseEntity::NetworkStateChanged_m_iHealth(void)
123 121 CBaseEntity::NetworkStateChanged_m_iHealth(void *)
124 124 CBaseEntity::NetworkStateChanged_m_lifeState(void)
125 123 CBaseEntity::NetworkStateChanged_m_lifeState(void *)
126 126 CBaseEntity::NetworkStateChanged_m_takedamage(void)
127 125 CBaseEntity::NetworkStateChanged_m_takedamage(void *)
128 127 CBaseEntity::GetDamageType(void)const
129 128 CBaseEntity::GetDamage(void)
130 129 CBaseEntity::SetDamage(float)
131 130 CBaseEntity::EyePosition(void)
132 131 CBaseEntity::EyeAngles(void)
133 132 CBaseEntity::LocalEyeAngles(void)
134 133 CBaseEntity::EarPosition(void)
135 134 CBaseEntity::BodyTarget(Vector const&, bool)
136 135 CBaseEntity::HeadTarget(Vector const&)
137 136 CBaseEntity::GetVectors(Vector *, Vector *, Vector *)const
138 137 CBaseEntity::GetViewOffset(void)const
139 138 CBaseEntity::SetViewOffset(Vector const&)
140 139 CBaseEntity::GetSmoothedVelocity(void)
141 140 CBaseEntity::GetVelocity(Vector *, Vector *)
142 142 CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
143 141 CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)
144 143 CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
145 144 CBaseEntity::GetAttackDamageScale(CBaseEntity*)
146 145 CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
147 146 CBaseEntity::GetGroundVelocityToApply(Vector &)
148 147 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
149 148 CBaseEntity::Splash(void)
150 149 CBaseEntity::WorldSpaceCenter(void)const
151 150 CBaseEntity::GetSoundEmissionOrigin(void)const
152 151 CBaseEntity::ModifyEmitSoundParams(EmitSound_t &)
153 152 CBaseEntity::IsDeflectable(void)
154 153 CBaseEntity: :D eflected(CBaseEntity*, Vector &)
155 154 CBaseEntity::CreateVPhysics(void)
156 155 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
157 156 CBaseEntity::VPhysicsDestroyObject(void)
158 157 CBaseEntity::VPhysicsUpdate(IPhysicsObject *)
159 158 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
160 159 CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t *)
161 160 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)
162 161 CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t *)
163 162 CBaseEntity::VPhysicsFriction(IPhysicsObject *, float, int, int)
164 163 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
165 164 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **, int)
166 165 CBaseEntity::VPhysicsIsFlesh(void)
167 166 CBaseEntity::HasPhysicsAttacker(float)
168 167 CBaseEntity::PhysicsSolidMaskForEntity(void)const
169 168 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &, Vector &)
170 169 CBaseEntity::PerformCustomPhysics(Vector *, Vector *, QAngle *, QAngle *)
171 170 CBaseEntity::GetStepOrigin(void)const
172 171 CBaseEntity::GetStepAngles(void)const
173 172 CBaseEntity::ShouldDrawWaterImpacts(void)
174 174 CBaseEntity::NetworkStateChanged_m_fFlags(void)
175 173 CBaseEntity::NetworkStateChanged_m_fFlags(void *)
176 176 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)
177 175 CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)
178 178 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)
179 177 CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)
180 180 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)
181 179 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)
182 182 CBaseEntity::NetworkStateChanged_m_flFriction(void)
183 181 CBaseEntity::NetworkStateChanged_m_flFriction(void *)
184 184 CBaseEntity::NetworkStateChanged_m_vecVelocity(void)
185 183 CBaseEntity::NetworkStateChanged_m_vecVelocity(void *)
186 186 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)
187 185 CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)
188 187 CBaseEntity::ShouldBlockNav(void)const
(I need this because I'm trying to hook (prevent) a map changing specific console commands while still being able to change them through RCON.)
Another question, IDA x64 is way faster but the vtable dumping Python script doesn't work with it (doesn't print the tree/wrong offsets), any way to fix that?