GetEyePosition
0x003fadd0 · 59 bytes · __cdecl
_Z14GetEyePositionP10CStudioHdrR6Vector
Decompiled
undefined (2 params)
/* GetEyePosition(CStudioHdr*, Vector&) */
void GetEyePosition(CStudioHdr *param_1,Vector *param_2)
{
undefined4 uVar1;
undefined4 uVar2;
int iVar3;
if (param_1 != (CStudioHdr *)0x0) {
iVar3 = *(int *)param_1;
uVar1 = *(undefined4 *)(iVar3 + 0x54);
uVar2 = *(undefined4 *)(iVar3 + 0x58);
*(undefined4 *)param_2 = *(undefined4 *)(iVar3 + 0x50);
*(undefined4 *)(param_2 + 4) = uVar1;
*(undefined4 *)(param_2 + 8) = uVar2;
return;
}
Warning();
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.