CBaseEntity::EyePosition
0x0040c6e0 · 104 bytes · __cdecl
_ZN11CBaseEntity11EyePositionEv
Decompiled
undefined (0 params)
/* CBaseEntity::EyePosition() */
float * CBaseEntity::EyePosition(void)
{
float *in_stack_00000004;
CBaseEntity *in_stack_00000008;
if (((byte)in_stack_00000008[0x14d] & 8) != 0) {
CalcAbsolutePosition(in_stack_00000008);
}
*in_stack_00000004 = *(float *)(in_stack_00000008 + 0x3b8) + *(float *)(in_stack_00000008 + 0x2e0)
;
in_stack_00000004[1] =
*(float *)(in_stack_00000008 + 0x3bc) + *(float *)(in_stack_00000008 + 0x2e4);
in_stack_00000004[2] =
*(float *)(in_stack_00000008 + 0x3c0) + *(float *)(in_stack_00000008 + 0x2e8);
return in_stack_00000004;
}
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.