CCSPlayer::GetSoundEmissionOrigin
0x00650de0 · 151 bytes · __cdecl
_ZNK9CCSPlayer22GetSoundEmissionOriginEv
Decompiled
undefined (0 params)
/* CCSPlayer::GetSoundEmissionOrigin() const */
float * CCSPlayer::GetSoundEmissionOrigin(void)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float *pfVar6;
float *in_stack_00000004;
CBaseEntity *in_stack_00000008;
pfVar6 = (float *)(**(code **)(*(int *)in_stack_00000008 + 0x250))();
fVar1 = *pfVar6;
fVar2 = pfVar6[1];
fVar3 = pfVar6[2];
if (((byte)in_stack_00000008[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(in_stack_00000008);
}
fVar4 = *(float *)(in_stack_00000008 + 0x2e4);
fVar5 = *(float *)(in_stack_00000008 + 0x2e8);
*in_stack_00000004 = fVar1 * 0.5 + *(float *)(in_stack_00000008 + 0x2e0);
in_stack_00000004[1] = fVar2 * 0.5 + fVar4;
in_stack_00000004[2] = fVar3 * 0.5 + fVar5;
return in_stack_00000004;
}
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.