CSave::WritePositionVector
0x004a6b90 · 222 bytes · __thiscall
_ZN5CSave19WritePositionVectorEPK6Vectori
Decompiled
undefined (3 params)
/* CSave::WritePositionVector(Vector const*, int) */
void __thiscall CSave::WritePositionVector(CSave *this,Vector *param_1,int param_2)
{
float *pfVar1;
int iVar2;
float fVar3;
float local_28;
float local_24;
float local_20;
iVar2 = 0;
if (0 < param_2) {
do {
local_28 = *(float *)param_1;
local_24 = *(float *)(param_1 + 4);
local_20 = *(float *)(param_1 + 8);
fVar3 = local_24;
if (((local_28 != vec3_invalid) || (DAT_01053d24 != local_24)) ||
(fVar3 = DAT_01053d24, local_20 != DAT_01053d28)) {
pfVar1 = (float *)&vec3_origin;
if (*(int *)(*(int *)(this + 0x1c) + 0x504) != 0) {
pfVar1 = (float *)(*(int *)(this + 0x1c) + 0x51c);
}
local_28 = local_28 - *pfVar1;
local_24 = fVar3 - pfVar1[1];
local_20 = local_20 - pfVar1[2];
}
iVar2 = iVar2 + 1;
param_1 = param_1 + 0xc;
(**(code **)(*(int *)this + 0x38))(this,&local_28,0xc);
} while (iVar2 != param_2);
}
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.