L L4D2node

Cmd_PropCrosshair_f

0x001e4990 · 307 bytes · unknown

_Z19Cmd_PropCrosshair_fv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Cmd_PropCrosshair_f() */

void Cmd_PropCrosshair_f(void)

{
  undefined **local_c0;
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  float local_ac;
  float local_a8;
  float local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined4 local_88;
  undefined4 local_84;
  undefined4 local_7c;
  undefined1 local_78;
  undefined1 local_77;
  undefined1 local_60 [80];
  int local_10;
  
  local_78 = 1;
  local_7c = 0;
  local_c0 = &PTR_ShouldHitEntity_002bf010;
  local_ac = g_MainViewForward * 57016.32;
  local_a8 = DAT_003a0004 * 57016.32;
  local_a4 = DAT_003a0008 * 57016.32;
  local_84 = 0;
  local_88 = 0;
  local_8c = 0;
  local_77 = local_a8 * local_a8 + local_ac * local_ac + local_a4 * local_a4 != 0.0;
  local_94 = 0;
  local_98 = 0;
  local_9c = 0;
  local_bc = g_MainViewOrigin;
  local_b8 = DAT_003a0044;
  local_b4 = DAT_003a0048;
  (**(code **)(*(int *)g_pEngineTraceServer + 0x14))
            (g_pEngineTraceServer,&local_bc,0xffffffff,&local_c0,local_60);
  if (0 < local_10) {
    Msg("hit prop %d\n",local_10 + -1);
    return;
  }
  Msg("didn\'t hit a prop\n");
  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)