Source SDK variable structure

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Source SDK variable structure
Disclaimer!

If you don't want to help or have non-productive comments like, 'learn yourself' or 'code it yourself' then this isn't your place to post. I'm simply going off the work of others to further understand the structure of this game's internals and internal cheats. Be nice and helpful or go somewhere else. For those who do want to help, I want to say thanks.


Is there someone who could help me understand the source SDK variable structure? If there is already a post that I couldn't find a link here or a PM would be greatly appreciated. I have a heavy C+P internal working at the moment and would like to start filling it with my own work and code but don't know how to dig into the SDK.

Thanks in advance to anyone who is willing to help.
What "variable structure" are you refering to?
Quote Originally Posted by WasserEsser View Post
What "variable structure" are you refering to?
Referencing to accessing memory values, say, for example, the crosshair ID. There is a 'variable', it's a structure reference I believe that returns the ID of the cross hair, ext. I know the values I need, I just necessarily need the SDK references to said variables.
Quote Originally Posted by Buttars0070 View Post
Referencing to accessing memory values, say, for example, the crosshair ID. There is a 'variable', it's a structure reference I believe that returns the ID of the cross hair, ext. I know the values I need, I just necessarily need the SDK references to said variables.
It's just a class member variable of C_BaseEntityⓘ which inherits from IClientEntityⓘ which inherits from IClientUnknownⓘ ( which inherits from IHandleEntityⓘ), IClientRenderableⓘ, IClientNetworkableⓘ and IClientThinkableⓘ.

Inheritence is used a lot in the source engine, since entities can share the same things among each other. Every entity for instance has a position. The SDK linked is just the source engine alone, the game of course has modified and added specific things needed for the game, for instance, m_iCrossHairID.
Quote Originally Posted by WasserEsser View Post
It's just a class member variable of C_BaseEntity which inherits from IClientEntity which inherits from IClientUnknown ( which inherits from IHandleEntity), IClientRenderable, IClientNetworkable and IClientThinkable.

Inheritence is used a lot in the source engine, since entities can share the same things among each other. Every entity for instance has a position. The SDK linked is just the source engine alone, the game of course has modified and added specific things needed for the game, for instance, m_iCrossHairID.
Good to know, is there any way I could see a visualized version of this? Would that be what a net vars tree would show? Thanks for the help man!
Quote Originally Posted by Buttars0070 View Post
Good to know, is there any way I could see a visualized version of this? Would that be what a net vars tree would show? Thanks for the help man!
Netvars are networked variables, the variables that the server sends to the client. Not every variable is being sent to the clients. To know what variables a class has, you have to reverse them.
Quote Originally Posted by WasserEsser View Post
Netvars are networked variables, the variables that the server sends to the client. Not every variable is being sent to the clients. To know what variables a class has, you have to reverse them.
Okay, and is there any good documentation of this already? I would prefer not having to reverse them but I guess if I have to. You would think there's a spread sheet out there. @WasserEsser
Quote Originally Posted by Buttars0070 View Post
Okay, and is there any good documentation of this already? I would prefer not having to reverse them but I guess if I have to. You would think there's a spread sheet out there. @WasserEsser
I don't know what you want me to answer?

You don't have the source code of the game, hence you have to reverse it.
The variables everyone else is already using are obviously the ones that are already reversed and published publicly, if there would be other variables that got published, people would be using them.
Quote Originally Posted by WasserEsser View Post
I don't know what you want me to answer?

You don't have the source code of the game, hence you have to reverse it.
The variables everyone else is already using are obviously the ones that are already reversed and published publicly, if there would be other variables that got published, people would be using them.
Ah, I misunderstood what you where saying, I thought you where referencing to the SDK when you said, 'You have to reverse it.' rather the game itself. Okay, my question, in the SDK, is there anyway to understand the structure of the variables more easily? If I knew what variables where called what, I would be able to code myself but I don't understand which variables are linked to what values (I understand say for example pEntity is the player entity but I don't know what variables are at my disposal). I'm having a hard time putting my thoughts to words so I explained it in a few different ways, hope that clarifies what I'm asking.
Quote Originally Posted by Buttars0070 View Post
Ah, I misunderstood what you where saying, I thought you where referencing to the SDK when you said, 'You have to reverse it.' rather the game itself. Okay, my question, in the SDK, is there anyway to understand the structure of the variables more easily? If I knew what variables where called what, I would be able to code myself but I don't understand which variables are linked to what values (I understand say for example pEntity is the player entity but I don't know what variables are at my disposal). I'm having a hard time putting my thoughts to words so I explained it in a few different ways, hope that clarifies what I'm asking.
"Okay, my question, in the SDK, is there anyway to understand the structure of the variables more easily?"

I don't get what "structure" you want to understand.

If you want to know which variables exist, i said it before how you can find it out. There are netvar dumpers out there that dump you the networked variables, everything else you have to reverse.
Quote Originally Posted by WasserEsser View Post
"Okay, my question, in the SDK, is there anyway to understand the structure of the variables more easily?"

I don't get what "structure" you want to understand.

If you want to know which variables exist, i said it before how you can find it out. There are netvar dumpers out there that dump you the networked variables, everything else you have to reverse.
I'm not talking about a literal structure rather the logic/flow used to contain the variables, which ones exist, which ones don't, ext. If they're just netvars than that's my answer (I guess). The SDK I'm using auto updates my offsets but I don't know most of the variables it's linking them to(the names of said variables).

Looking into it more not really important.

If WasserEasser has nothing more to add--> /Sloved
Quote Originally Posted by Buttars0070 View Post
I'm not talking about a literal structure rather the logic/flow used to contain the variables, which ones exist, which ones don't, ext. If they're just netvars than that's my answer (I guess). The SDK I'm using auto updates my offsets but I don't know most of the variables it's linking them to(the names of said variables).

Looking into it more not really important.

If WasserEasser has nothing more to add--> /Sloved
You can't know what variables exist if you don't know the source code. Every variable which is public has been gathered through a netvar proxy or has been reversed.
Believe this has been solved.

/Closed.
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