GetRandomStuckOffsets
0x004597b0 · 105 bytes · __cdecl
_Z21GetRandomStuckOffsetsP11CBasePlayerR6Vector
Decompiled
undefined (2 params)
/* GetRandomStuckOffsets(CBasePlayer*, Vector&) */
int GetRandomStuckOffsets(CBasePlayer *param_1,Vector *param_2)
{
int iVar1;
int iVar2;
iVar1 = *(int *)(param_1 + 0x1a3c);
*(int *)(param_1 + 0x1a3c) = iVar1 + 1;
iVar1 = iVar1 % 0x36;
iVar2 = iVar1 * 0xc;
*(undefined4 *)param_2 = *(undefined4 *)(rgv3tStuckTable + iVar2);
*(undefined4 *)(param_2 + 4) = *(undefined4 *)(rgv3tStuckTable + iVar2 + 4);
*(undefined4 *)(param_2 + 8) = *(undefined4 *)(rgv3tStuckTable + iVar2 + 8);
return iVar1;
}
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.