L L4D2node

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 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)