CBaseEntity::BodyTarget
0x005ff300 · 50 bytes · __cdecl
_ZN11CBaseEntity10BodyTargetERK6Vectorb
Decompiled
undefined (2 params)
/* CBaseEntity::BodyTarget(Vector const&, bool) */
Vector * CBaseEntity::BodyTarget(Vector *param_1,bool param_2)
{
undefined4 uVar1;
undefined4 *puVar2;
undefined3 in_stack_00000009;
puVar2 = (undefined4 *)(**(code **)(*_param_2 + 0x288))(_param_2);
*(undefined4 *)param_1 = *puVar2;
uVar1 = puVar2[2];
*(undefined4 *)(param_1 + 4) = puVar2[1];
*(undefined4 *)(param_1 + 8) = uVar1;
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.