L L4D2node

CBaseEntity::SendProxy_CellOrigin

0x0060da40 · 291 bytes · __cdecl

_ZN11CBaseEntity20SendProxy_CellOriginEPK8SendPropPKvS4_P8DVariantii

Decompiled

undefined (6 params)

/* CBaseEntity::SendProxy_CellOrigin(SendProp const*, void const*, void const*, DVariant*, int, int)
    */

void CBaseEntity::SendProxy_CellOrigin
               (SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
               int param_6)

{
  int iVar1;
  char cVar2;
  uint uVar3;
  uint uVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  Vector *local_20 [4];
  
  cVar2 = UseStepSimulationNetworkOrigin(param_2,local_20);
  if (cVar2 == '\0') {
    local_20[0] = (Vector *)((int)param_2 + 0x39c);
  }
  iVar1 = *(int *)((int)param_2 + 0x388);
  fVar5 = *(float *)local_20[0];
  uVar3 = *(int *)((int)param_2 + 0x390) * iVar1 - 0x4000;
  uVar4 = (int)uVar3 >> 0x1f;
  fVar6 = (float)(int)((uVar3 ^ uVar4) - uVar4);
  if (fVar5 < 0.0) {
    fVar5 = fVar6 + fVar5;
  }
  else {
    fVar5 = fVar5 - fVar6;
  }
  fVar6 = (float)iVar1;
  fVar7 = fVar6;
  if ((fVar5 <= fVar6) && (fVar7 = fVar5, fVar5 <= 0.0)) {
    fVar7 = 0.0;
  }
  *(float *)param_4 = fVar7;
  fVar5 = *(float *)(local_20[0] + 4);
  uVar3 = *(int *)((int)param_2 + 0x394) * iVar1 - 0x4000;
  uVar4 = (int)uVar3 >> 0x1f;
  fVar7 = (float)(int)((uVar3 ^ uVar4) - uVar4);
  if (fVar5 < 0.0) {
    fVar5 = fVar7 + fVar5;
  }
  else {
    fVar5 = fVar5 - fVar7;
  }
  fVar7 = fVar6;
  if ((fVar5 <= fVar6) && (fVar7 = fVar5, fVar5 <= 0.0)) {
    fVar7 = 0.0;
  }
  *(float *)(param_4 + 4) = fVar7;
  fVar5 = *(float *)(local_20[0] + 8);
  uVar3 = iVar1 * *(int *)((int)param_2 + 0x398) - 0x4000;
  uVar4 = (int)uVar3 >> 0x1f;
  fVar7 = (float)(int)((uVar3 ^ uVar4) - uVar4);
  if (fVar5 < 0.0) {
    fVar5 = fVar7 + fVar5;
  }
  else {
    fVar5 = fVar5 - fVar7;
  }
  if ((fVar5 <= fVar6) && (fVar6 = 0.0, 0.0 <= fVar5)) {
    fVar6 = fVar5;
  }
  *(float *)(param_4 + 8) = fVar6;
  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)