L L4D2node

CCoreDispInfo::GetPositionOnSurface

0x000c31b0 · 67 bytes · __thiscall

_ZN13CCoreDispInfo20GetPositionOnSurfaceEffR6VectorPS0_Pf

Decompiled

undefined (6 params)

/* CCoreDispInfo::GetPositionOnSurface(float, float, Vector&, Vector*, float*) */

void __thiscall
CCoreDispInfo::GetPositionOnSurface
          (CCoreDispInfo *this,float param_1,float param_2,Vector *param_3,Vector *param_4,
          float *param_5)

{
  float local_14;
  float local_10;
  
  local_14 = param_1;
  local_10 = param_2;
  DispUVToSurf(this,(Vector2D *)&local_14,param_3,param_4,param_5);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)