CSave::WritePositionVector
0x004a6ad0 · 177 bytes · __thiscall
_ZN5CSave19WritePositionVectorERK6Vector
Decompiled
undefined (2 params)
/* CSave::WritePositionVector(Vector const&) */
void __thiscall CSave::WritePositionVector(CSave *this,Vector *param_1)
{
float *pfVar1;
float fVar2;
float local_18;
float local_14;
float local_10;
local_18 = *(float *)param_1;
local_14 = *(float *)(param_1 + 4);
local_10 = *(float *)(param_1 + 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 + 0x44))(this,&local_18);
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.