L L4D2node

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 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)