CParticleSystemQuery::GetLocalPlayerPos
0x00471b30 · 100 bytes · __thiscall
_ZN20CParticleSystemQuery17GetLocalPlayerPosEv
Decompiled
undefined (1 param)
/* CParticleSystemQuery::GetLocalPlayerPos() */
CParticleSystemQuery * __thiscall
CParticleSystemQuery::GetLocalPlayerPos(CParticleSystemQuery *this)
{
undefined4 uVar1;
int *piVar2;
undefined4 *puVar3;
if (*(int *)(gpGlobals + 0x14) < 2) {
piVar2 = (int *)UTIL_GetLocalPlayer();
if (piVar2 != (int *)0x0) {
puVar3 = (undefined4 *)(**(code **)(*piVar2 + 0x288))(piVar2);
*(undefined4 *)this = *puVar3;
uVar1 = puVar3[2];
*(undefined4 *)(this + 4) = puVar3[1];
*(undefined4 *)(this + 8) = uVar1;
return this;
}
}
*(undefined4 *)this = vec3_origin;
*(undefined4 *)(this + 4) = DAT_01053d4c;
*(undefined4 *)(this + 8) = DAT_01053d50;
return this;
}
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.