L L4D2node

CSheetSimulator::SetPosition

0x004afb50 · 238 bytes · __thiscall

_ZN15CSheetSimulator11SetPositionERK6VectorRK6QAngle

Decompiled

undefined (3 params)

/* CSheetSimulator::SetPosition(Vector const&, QAngle const&) */

void __thiscall CSheetSimulator::SetPosition(CSheetSimulator *this,Vector *param_1,QAngle *param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  float fVar4;
  
  fVar4 = *(float *)param_1;
  if ((1000.0 < (*(float *)(this + 0x60) - fVar4) * (*(float *)(this + 0x60) - fVar4) +
                (*(float *)(this + 0x68) - *(float *)(param_1 + 8)) *
                (*(float *)(this + 0x68) - *(float *)(param_1 + 8)) +
                (*(float *)(this + 100) - *(float *)(param_1 + 4)) *
                (*(float *)(this + 100) - *(float *)(param_1 + 4))) &&
     (0 < *(int *)this * *(int *)(this + 4))) {
    iVar2 = 0;
    iVar3 = 0;
    do {
      iVar3 = iVar3 + 1;
      iVar1 = *(int *)(this + 8) + iVar2;
      *(float *)(iVar1 + 4) = fVar4;
      *(undefined4 *)(iVar1 + 8) = *(undefined4 *)(param_1 + 4);
      *(undefined4 *)(iVar1 + 0xc) = *(undefined4 *)(param_1 + 8);
      iVar1 = *(int *)(this + 8) + iVar2;
      iVar2 = iVar2 + 0x34;
      *(undefined4 *)(iVar1 + 0x10) = 0;
      *(undefined4 *)(iVar1 + 0x14) = 0;
      *(undefined4 *)(iVar1 + 0x18) = 0;
      fVar4 = *(float *)param_1;
    } while (iVar3 < *(int *)this * *(int *)(this + 4));
  }
  *(float *)(this + 0x60) = fVar4;
  *(undefined4 *)(this + 100) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x68) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0x6c) = *(undefined4 *)param_2;
  *(undefined4 *)(this + 0x70) = *(undefined4 *)(param_2 + 4);
  *(undefined4 *)(this + 0x74) = *(undefined4 *)(param_2 + 8);
  ComputeControlPoints(this);
  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)