setpos
0x00643b50 · 478 bytes · __cdecl
_ZL6setposRK8CCommand
Decompiled
undefined (1 param)
/* setpos(CCommand const&) */
void setpos(CCommand *param_1)
{
char cVar1;
CBaseEntity *this;
char *pcVar2;
uint uVar3;
float fVar4;
double dVar5;
float local_18;
float local_14;
float local_10;
if (*(int *)(*(int *)(sv_cheats + 0x1c) + 0x30) == 0) {
return;
}
this = (CBaseEntity *)UTIL_GetCommandClient();
if (this == (CBaseEntity *)0x0) {
return;
}
cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
if (cVar1 == '\0') {
return;
}
if (*(int *)param_1 < 3) {
ClientPrint((CBasePlayer *)this,2,"Usage: setpos x y <z optional>\n",(char *)0x0,(char *)0x0,
(char *)0x0,(char *)0x0);
return;
}
if (((byte)this[0x14d] & 8) == 0) {
fVar4 = *(float *)(this + 0x2e8);
}
else {
CBaseEntity::CalcAbsolutePosition(this);
pcVar2 = "";
fVar4 = *(float *)(this + 0x2e8);
if (*(int *)param_1 < 2) goto LAB_00643bb8;
}
pcVar2 = *(char **)(param_1 + 0x40c);
LAB_00643bb8:
dVar5 = strtod(pcVar2,(char **)0x0);
pcVar2 = "";
local_18 = (float)dVar5;
if (2 < *(int *)param_1) {
pcVar2 = *(char **)(param_1 + 0x410);
}
dVar5 = strtod(pcVar2,(char **)0x0);
local_14 = (float)dVar5;
if (*(int *)param_1 == 4) {
dVar5 = strtod(*(char **)(param_1 + 0x414),(char **)0x0);
fVar4 = (float)dVar5;
}
local_10 = fVar4;
CBaseEntity::SetAbsOrigin(this,(Vector *)&local_18);
uVar3 = (**(code **)(*(int *)this + 0x7a0))(this,0);
cVar1 = TestEntityPosition(this,uVar3);
if (cVar1 == '\0') {
ClientPrint((CBasePlayer *)this,2,"setpos into world, use noclip to unstick yourself!\n",
(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
}
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.