L L4D2node

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 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)