L L4D2node

cc_CreatePredictionError_f

0x00651bb0 · 225 bytes · __cdecl

_Z26cc_CreatePredictionError_fRK8CCommand

Decompiled

undefined (1 param)

/* cc_CreatePredictionError_f(CCommand const&) */

void cc_CreatePredictionError_f(CCommand *param_1)

{
  byte *pbVar1;
  int *piVar2;
  CBaseEntity *this;
  byte *pbVar3;
  float fVar4;
  double dVar5;
  float local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  fVar4 = 32.0;
  if (1 < *(int *)param_1) {
    dVar5 = strtod(*(char **)(param_1 + 0x40c),(char **)0x0);
    fVar4 = (float)dVar5;
  }
  pbVar1 = *(byte **)(gpGlobals + 0x58);
  if (((pbVar1 == (byte *)0x0) ||
      ((((pbVar1[0x10] & 2) != 0 || (pbVar3 = pbVar1 + 0x10, pbVar1 + 0x10 == (byte *)0x0)) &&
       (pbVar3 = pbVar1, (*pbVar1 & 2) != 0)))) ||
     (piVar2 = *(int **)(pbVar3 + 0xc), piVar2 == (int *)0x0)) {
    this = (CBaseEntity *)0x0;
  }
  else {
    this = (CBaseEntity *)(**(code **)(*piVar2 + 0x18))(piVar2);
  }
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(this);
  }
  local_18 = fVar4 + *(float *)(this + 0x2e0);
  local_14 = *(undefined4 *)(this + 0x2e4);
  local_10 = *(undefined4 *)(this + 0x2e8);
  CBaseEntity::SetAbsOrigin(this,(Vector *)&local_18);
  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)