ComputeSeeTestPosition
0x003fdd80 · 206 bytes · __regparm3
_ZL22ComputeSeeTestPositionP6VectorP20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* ComputeSeeTestPosition(Vector*, CBaseCombatCharacter*) */
void __regparm3 ComputeSeeTestPosition(Vector *param_1,CBaseCombatCharacter *param_2)
{
char cVar1;
CBasePlayer *this;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
this = (CBasePlayer *)0x0;
if (cVar1 != '\0') {
this = (CBasePlayer *)param_2;
}
cVar1 = CBasePlayer::IsDead(this);
if (cVar1 == '\0') {
(**(code **)(*(int *)this + 0x234))(&local_28,this);
}
else {
local_28 = *(undefined4 *)(this + 0x2d3c);
local_24 = *(undefined4 *)(this + 0x2d40);
local_20 = *(undefined4 *)(this + 0x2d44);
}
*(undefined4 *)(param_1 + 4) = local_24;
*(undefined4 *)(param_1 + 8) = local_20;
*(undefined4 *)param_1 = local_28;
return;
}
(**(code **)(*(int *)param_2 + 0x234))(&local_28,param_2);
*(undefined4 *)param_1 = local_28;
*(undefined4 *)(param_1 + 4) = local_24;
*(undefined4 *)(param_1 + 8) = local_20;
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.