L L4D2node

CSave::WritePositionVector

0x004a6920 · 184 bytes · __thiscall

_ZN5CSave19WritePositionVectorEPKcRK6Vector

Decompiled

undefined (3 params)

/* CSave::WritePositionVector(char const*, Vector const&) */

void __thiscall CSave::WritePositionVector(CSave *this,char *param_1,Vector *param_2)

{
  float *pfVar1;
  float fVar2;
  float local_18;
  float local_14;
  float local_10;
  
  local_18 = *(float *)param_2;
  local_14 = *(float *)(param_2 + 4);
  local_10 = *(float *)(param_2 + 8);
  fVar2 = local_14;
  if (((local_18 != vec3_invalid) || (DAT_01053d24 != local_14)) ||
     (fVar2 = DAT_01053d24, DAT_01053d28 != local_10)) {
    pfVar1 = (float *)&vec3_origin;
    if (*(int *)(*(int *)(this + 0x1c) + 0x504) != 0) {
      pfVar1 = (float *)(*(int *)(this + 0x1c) + 0x51c);
    }
    local_18 = local_18 - *pfVar1;
    local_14 = fVar2 - pfVar1[1];
    local_10 = local_10 - pfVar1[2];
  }
  (**(code **)(*(int *)this + 0x70))(this,param_1,&local_18);
  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)