L L4D2node

VectorXY_Decode

0x00147900 · 74 bytes · __cdecl

_Z15VectorXY_DecodeP10DecodeInfo

Decompiled

undefined (1 param)

/* VectorXY_Decode(DecodeInfo*) */

void VectorXY_Decode(DecodeInfo *param_1)

{
  undefined4 in_XMM0_Da;
  
  DecodeFloat(*(SendProp **)(param_1 + 0x24),*(bf_read **)(param_1 + 0x28));
  *(undefined4 *)(param_1 + 4) = in_XMM0_Da;
  DecodeFloat(*(SendProp **)(param_1 + 0x24),*(bf_read **)(param_1 + 0x28));
  *(undefined4 *)(param_1 + 8) = in_XMM0_Da;
  if (*(int *)param_1 != 0) {
    (**(code **)(*(int *)param_1 + 0x20))
              (param_1,*(undefined4 *)(param_1 + 0x1c),*(undefined4 *)(param_1 + 0x20));
  }
  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)