L L4D2node

CPropMountedGun::GetStandPosition

0x00550bf0 · 372 bytes · __thiscall

_ZNK15CPropMountedGun16GetStandPositionEP6Vector

Decompiled

undefined (2 params)

/* CPropMountedGun::GetStandPosition(Vector*) const */

void __thiscall CPropMountedGun::GetStandPosition(CPropMountedGun *this,Vector *param_1)

{
  float fVar1;
  float fVar2;
  uint uVar3;
  int *piVar4;
  char cVar5;
  undefined *puVar6;
  longdouble lVar7;
  float fVar8;
  float local_34;
  float local_30;
  float local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  if (param_1 != (Vector *)0x0) {
    local_28 = vec3_angle;
    local_24 = DAT_01053d40;
    local_20 = DAT_01053d44;
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    local_24 = *(undefined4 *)(this + 0x380);
    AngleVectors((QAngle *)&local_28,(Vector *)&local_34);
    fVar8 = *(float *)(sb_minigun_distance._28_4_ + 0x2c);
    uVar3 = *(uint *)(this + 0x15cc);
    if ((((uVar3 != 0xffffffff) &&
         (puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar6 + 8) == uVar3 >> 0xc)) &&
       (piVar4 = *(int **)(puVar6 + 4), piVar4 != (int *)0x0)) {
      cVar5 = (**(code **)(*piVar4 + 0x16c))(piVar4);
      if (cVar5 != '\0') {
        lVar7 = (longdouble)GetCharacterScale(piVar4[0xae8]);
        fVar8 = fVar8 * (float)lVar7;
      }
    }
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    fVar1 = *(float *)(this + 0x2e8);
    fVar2 = *(float *)(this + 0x2e0);
    *(float *)(param_1 + 4) = *(float *)(this + 0x2e4) - local_30 * fVar8;
    *(float *)(param_1 + 8) = fVar1 - fVar8 * local_2c;
    *(float *)param_1 = fVar2 - local_34 * fVar8;
  }
  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)