CServerTools::GetPlayerPosition
0x00680990 · 156 bytes · __thiscall
_ZN12CServerTools17GetPlayerPositionER6VectorR6QAngleP13IClientEntity
Decompiled
undefined (4 params)
/* CServerTools::GetPlayerPosition(Vector&, QAngle&, IClientEntity*) */
undefined4 __thiscall
CServerTools::GetPlayerPosition
(CServerTools *this,Vector *param_1,QAngle *param_2,IClientEntity *param_3)
{
int *piVar1;
undefined4 *puVar2;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
piVar1 = (int *)(**(code **)(*(int *)this + 8))(this,param_3);
if ((piVar1 == (int *)0x0) && (piVar1 = (int *)UTIL_GetLocalPlayer(), piVar1 == (int *)0x0)) {
return 0;
}
(**(code **)(*piVar1 + 0x234))(&local_28,piVar1);
*(undefined4 *)param_1 = local_28;
*(undefined4 *)(param_1 + 4) = local_24;
*(undefined4 *)(param_1 + 8) = local_20;
puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0x238))(piVar1);
*(undefined4 *)param_2 = *puVar2;
*(undefined4 *)(param_2 + 4) = puVar2[1];
*(undefined4 *)(param_2 + 8) = puVar2[2];
return 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.