SV_FillHLTVData
0x00205790 · 108 bytes · __cdecl
_Z15SV_FillHLTVDataP14CFrameSnapshotP7edict_ti
Decompiled
undefined (3 params)
/* SV_FillHLTVData(CFrameSnapshot*, edict_t*, int) */
void SV_FillHLTVData(CFrameSnapshot *param_1,edict_t *param_2,int param_3)
{
short *psVar1;
undefined4 *puVar2;
if ((*(int *)(param_1 + 0x18) != 0) && (param_2 != (edict_t *)0x0)) {
puVar2 = (undefined4 *)(param_3 * 0x10 + *(int *)(param_1 + 0x18));
psVar1 = (short *)(**(code **)(**(int **)(param_2 + 8) + 0x20))(*(int **)(param_2 + 8));
if (psVar1[1] == 1) {
puVar2[3] = (uint)**(ushort **)(psVar1 + 2);
}
else {
puVar2[3] = (int)*psVar1 | 0x80000000;
}
*puVar2 = *(undefined4 *)(psVar1 + 6);
puVar2[1] = *(undefined4 *)(psVar1 + 8);
puVar2[2] = *(undefined4 *)(psVar1 + 10);
}
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.