CBaseEntity::NetworkQuantize
0x0060e620 · 234 bytes · __thiscall
_ZN11CBaseEntity15NetworkQuantizeER6VectorR6QAngle
Decompiled
undefined (3 params)
/* CBaseEntity::NetworkQuantize(Vector&, QAngle&) */
void __thiscall CBaseEntity::NetworkQuantize(CBaseEntity *this,Vector *param_1,QAngle *param_2)
{
uint uVar1;
int iVar2;
int iVar3;
int in_GS_OFFSET;
iVar2 = *(int *)(in_GS_OFFSET + 0x14);
if (this[0x3dc] != (CBaseEntity)0x0) {
iVar3 = 0;
do {
*(float *)(param_1 + iVar3 * 4) =
(float)(int)ROUND(*(float *)(param_1 + iVar3 * 4) * 32.0) * 0.03125;
iVar3 = iVar3 + 1;
} while (iVar3 != 3);
iVar3 = 0;
do {
uVar1 = (uint)ROUND((float)((int)(*(float *)(param_2 + iVar3 * 4) * 182.04445) & 0xffff) *
0.125);
*(float *)(param_2 + iVar3 * 4) =
((float)(uVar1 >> 0x10) * 65536.0 + (float)(uVar1 & 0xffff)) * 0.043945313;
iVar3 = iVar3 + 1;
} while (iVar3 != 3);
}
if (iVar2 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.