CBaseEntity::SendProxy_CellOriginZ
0x0060db80 · 121 bytes · __cdecl
_ZN11CBaseEntity21SendProxy_CellOriginZEPK8SendPropPKvS4_P8DVariantii
Decompiled
undefined (6 params)
/* CBaseEntity::SendProxy_CellOriginZ(SendProp const*, void const*, void const*, DVariant*, int,
int) */
void CBaseEntity::SendProxy_CellOriginZ
(SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
int param_6)
{
char cVar1;
uint uVar2;
Vector *pVVar3;
uint uVar4;
float fVar5;
float fVar6;
Vector *local_10 [2];
cVar1 = UseStepSimulationNetworkOrigin(param_2,local_10);
pVVar3 = (Vector *)((int)param_2 + 0x39c);
if (cVar1 != '\0') {
pVVar3 = local_10[0];
}
fVar5 = *(float *)(pVVar3 + 8);
uVar2 = *(int *)((int)param_2 + 0x398) * *(int *)((int)param_2 + 0x388) - 0x4000;
uVar4 = (int)uVar2 >> 0x1f;
fVar6 = (float)(int)((uVar2 ^ uVar4) - uVar4);
if (fVar5 < 0.0) {
fVar5 = fVar6 + fVar5;
}
else {
fVar5 = fVar5 - fVar6;
}
fVar6 = (float)*(int *)((int)param_2 + 0x388);
if ((fVar5 <= fVar6) && (fVar6 = 0.0, 0.0 <= fVar5)) {
fVar6 = fVar5;
}
*(float *)param_4 = fVar6;
return;
}
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.