CTongue::GetTonguePullDestination
0x004e29e0 · 319 bytes · __cdecl
_ZNK7CTongue24GetTonguePullDestinationEb
Decompiled
undefined (1 param)
/* CTongue::GetTonguePullDestination(bool) const */
float * CTongue::GetTonguePullDestination(bool param_1)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
uint uVar6;
CBaseEntity *this;
float *pfVar7;
undefined *puVar8;
undefined3 in_stack_00000005;
int in_stack_00000008;
char in_stack_0000000c;
uVar6 = *(uint *)(in_stack_00000008 + 0x44c);
if ((((uVar6 == 0xffffffff) ||
(puVar8 = g_pEntityList + (uVar6 & 0xfff) * 0x10, puVar8 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar8 + 8) != uVar6 >> 0xc)) ||
(this = *(CBaseEntity **)(puVar8 + 4), this == (CBaseEntity *)0x0)) {
*_param_1 = vec3_origin;
_param_1[1] = DAT_01053d4c;
_param_1[2] = DAT_01053d50;
return _param_1;
}
if (*(int *)(in_stack_00000008 + 0x534) == 0) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this);
}
*_param_1 = *(float *)(this + 0x2e0);
_param_1[1] = *(float *)(this + 0x2e4);
_param_1[2] = *(float *)(this + 0x2e8);
return _param_1;
}
pfVar7 = (float *)(in_stack_00000008 + 0x4bc + (*(int *)(in_stack_00000008 + 0x534) * 3 + -3) * 4)
;
fVar1 = *pfVar7;
fVar2 = pfVar7[1];
fVar3 = pfVar7[2];
if (in_stack_0000000c != '\0') {
*_param_1 = fVar1;
_param_1[1] = fVar2;
_param_1[2] = fVar3;
return _param_1;
}
pfVar7 = (float *)(**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
fVar4 = pfVar7[1];
fVar5 = pfVar7[2];
*_param_1 = fVar1 - *pfVar7;
_param_1[1] = fVar2 - fVar4;
_param_1[2] = fVar3 - fVar5;
return _param_1;
}
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.