CBlood::BloodPosition
0x00670ed0 · 317 bytes · __cdecl
_ZN6CBlood13BloodPositionEP11CBaseEntity
Decompiled
undefined (1 param)
/* CBlood::BloodPosition(CBaseEntity*) */
CBaseEntity * CBlood::BloodPosition(CBaseEntity *param_1)
{
char cVar1;
longdouble lVar2;
longdouble lVar3;
longdouble lVar4;
int in_stack_00000008;
int *in_stack_0000000c;
float local_28;
float local_24;
float local_20;
if ((*(byte *)(in_stack_00000008 + 0x148) & 4) != 0) {
if ((in_stack_0000000c == (int *)0x0) ||
(cVar1 = (**(code **)(*in_stack_0000000c + 0x16c))(), cVar1 == '\0')) {
in_stack_0000000c = (int *)UTIL_GetLocalPlayer();
if (in_stack_0000000c != (int *)0x0) {
LAB_00670f16:
lVar2 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xc1200000,0x41200000);
lVar3 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xc1200000,0x41200000);
lVar4 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xc1200000,0x41200000);
(**(code **)(*in_stack_0000000c + 0x234))(&local_28,in_stack_0000000c);
*(float *)(param_1 + 4) = (float)lVar3 + local_24;
*(float *)param_1 = (float)lVar4 + local_28;
*(float *)(param_1 + 8) = (float)lVar2 + local_20;
return param_1;
}
}
else {
cVar1 = (**(code **)(*in_stack_0000000c + 0x16c))();
if (cVar1 != '\0') goto LAB_00670f16;
}
}
*(undefined4 *)param_1 = *(undefined4 *)(in_stack_00000008 + 0x39c);
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(in_stack_00000008 + 0x3a0);
*(undefined4 *)(param_1 + 8) = *(undefined4 *)(in_stack_00000008 + 0x3a4);
return param_1;
}
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.