CRestore::ReadPositionVector
0x004a69e0 · 230 bytes · __thiscall
_ZN8CRestore18ReadPositionVectorEP6Vectorii
Decompiled
undefined (4 params)
/* CRestore::ReadPositionVector(Vector*, int, int) */
void __thiscall CRestore::ReadPositionVector(CRestore *this,Vector *param_1,int param_2,int param_3)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float *pfVar5;
int iVar6;
int iVar7;
Vector *pVVar8;
float fVar9;
pfVar5 = (float *)&vec3_origin;
if (*(int *)(*(int *)(this + 0x1c) + 0x504) != 0) {
pfVar5 = (float *)(*(int *)(this + 0x1c) + 0x51c);
}
fVar1 = *pfVar5;
fVar2 = pfVar5[1];
fVar3 = pfVar5[2];
iVar6 = (**(code **)(*(int *)this + 0x58))(this,param_1,param_2,param_3);
fVar4 = DAT_01053d24;
iVar7 = iVar6 + -1;
if (-1 < iVar7) {
pVVar8 = param_1 + iVar6 * 0xc;
do {
while( true ) {
fVar9 = *(float *)(pVVar8 + -8);
if (((*(float *)(pVVar8 + -0xc) == vec3_invalid) && (fVar4 == fVar9)) &&
(fVar9 = fVar4, *(float *)(pVVar8 + -4) == DAT_01053d28)) break;
iVar7 = iVar7 + -1;
*(float *)(pVVar8 + -0xc) = *(float *)(pVVar8 + -0xc) + fVar1;
*(float *)(pVVar8 + -8) = fVar9 + fVar2;
*(float *)(pVVar8 + -4) = *(float *)(pVVar8 + -4) + fVar3;
pVVar8 = pVVar8 + -0xc;
if (iVar7 == -1) {
return;
}
}
iVar7 = iVar7 + -1;
pVVar8 = pVVar8 + -0xc;
} while (iVar7 != -1);
}
return;
}
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.