L L4D2node

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 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)