L L4D2node

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 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)