L L4D2node

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 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)