L L4D2node

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 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)