CCoreDispInfo::Position_Update
0x000c3b90 · 403 bytes · __cdecl
_ZN13CCoreDispInfo15Position_UpdateEi6Vector
Decompiled
undefined (2 params)
/* CCoreDispInfo::Position_Update(int, Vector) */
void CCoreDispInfo::Position_Update
(int param_1,int param_2,float param_3,float param_4,float param_5)
{
float fVar1;
int iVar2;
float *pfVar3;
longdouble lVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
param_2 = param_2 * 0x90;
iVar2 = *(int *)(param_1 + 0x1b8) + param_2;
local_1c = (param_5 - *(float *)(iVar2 + 0x3c)) - *(float *)(iVar2 + 0x24);
local_20 = (param_4 - *(float *)(iVar2 + 0x38)) - *(float *)(iVar2 + 0x20);
fVar1 = *(float *)(param_1 + 8);
local_24 = (param_3 - *(float *)(iVar2 + 0x34)) - *(float *)(iVar2 + 0x1c);
if (fVar1 != 0.0) {
fVar5 = *(float *)(param_1 + 0x24) - *(float *)(param_1 + 0x18);
fVar8 = *(float *)(param_1 + 0x3c) - *(float *)(param_1 + 0x18);
fVar7 = *(float *)(param_1 + 0x28) - *(float *)(param_1 + 0x1c);
fVar6 = *(float *)(param_1 + 0x40) - *(float *)(param_1 + 0x1c);
fVar10 = *(float *)(param_1 + 0x44) - *(float *)(param_1 + 0x20);
fVar9 = *(float *)(param_1 + 0x2c) - *(float *)(param_1 + 0x20);
local_18 = fVar6 * fVar9 - fVar10 * fVar7;
local_14 = fVar10 * fVar5 - fVar9 * fVar8;
local_10 = fVar7 * fVar8 - fVar5 * fVar6;
VectorNormalize((Vector *)&local_18);
local_24 = local_24 - fVar1 * local_18;
local_20 = local_20 - local_14 * fVar1;
local_1c = local_1c - local_10 * fVar1;
}
lVar4 = (longdouble)VectorNormalize((Vector *)&local_24);
pfVar3 = (float *)(*(int *)(param_1 + 0x1b8) + param_2);
*pfVar3 = local_24;
pfVar3[1] = local_20;
pfVar3[2] = local_1c;
*(float *)(*(int *)(param_1 + 0x1b8) + 0xc + param_2) = (float)lVar4;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.