CServerTools::SnapPlayerToPosition
0x00680a70 · 177 bytes · __thiscall
_ZN12CServerTools20SnapPlayerToPositionERK6VectorRK6QAngleP13IClientEntity
Decompiled
undefined (4 params)
/* CServerTools::SnapPlayerToPosition(Vector const&, QAngle const&, IClientEntity*) */
undefined4 __thiscall
CServerTools::SnapPlayerToPosition
(CServerTools *this,Vector *param_1,QAngle *param_2,IClientEntity *param_3)
{
CBaseEntity *this_00;
float *pfVar1;
float local_18;
float local_14;
float local_10;
this_00 = (CBaseEntity *)(**(code **)(*(int *)this + 8))(this,param_3);
if ((this_00 == (CBaseEntity *)0x0) &&
(this_00 = (CBaseEntity *)UTIL_GetLocalPlayer(), this_00 == (CBaseEntity *)0x0)) {
return 0;
}
pfVar1 = (float *)(**(code **)(*(int *)this_00 + 0x250))(this_00);
local_18 = *(float *)param_1 - *pfVar1;
local_14 = *(float *)(param_1 + 4) - pfVar1[1];
local_10 = *(float *)(param_1 + 8) - pfVar1[2];
CBaseEntity::SetAbsOrigin(this_00,(Vector *)&local_18);
CBasePlayer::SnapEyeAngles((CBasePlayer *)this_00,param_2);
(**(code **)(*(int *)this_00 + 0x98))(this_00,0,0xffffffff);
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.