CBaseEntity::UseStepSimulationNetworkOrigin
0x0060d7e0 · 111 bytes · __thiscall
_ZN11CBaseEntity30UseStepSimulationNetworkOriginEPPK6Vector
Decompiled
undefined (2 params)
/* CBaseEntity::UseStepSimulationNetworkOrigin(Vector const**) */
StepSimulationData __thiscall
CBaseEntity::UseStepSimulationNetworkOrigin(CBaseEntity *this,Vector **param_1)
{
char cVar1;
StepSimulationData *pSVar2;
if (g_bTestMoveTypeStepSimulation == '\0') {
return (StepSimulationData)0x0;
}
if ((this[0x186] == (CBaseEntity)0x3) && (cVar1 = HasDataObjectType(this,2), cVar1 != '\0')) {
pSVar2 = (StepSimulationData *)GetDataObject(this,2);
ComputeStepSimulationNetwork(this,pSVar2);
*param_1 = (Vector *)(pSVar2 + 0x94);
return *pSVar2;
}
return (StepSimulationData)0x0;
}
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.