L L4D2node

SendProxy_FishOriginX

0x006a3c60 · 56 bytes · __cdecl

_Z21SendProxy_FishOriginXPK8SendPropPKvS3_P8DVariantii

Decompiled

undefined (6 params)

/* SendProxy_FishOriginX(SendProp const*, void const*, void const*, DVariant*, int, int) */

void SendProxy_FishOriginX
               (SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
               int param_6)

{
  if ((*(byte *)((int)param_2 + 0x14d) & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(param_2);
  }
  *(float *)param_4 = *(float *)((int)param_2 + 0x2e0) - *(float *)((int)param_2 + 0x1428);
  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)