CServerGameClients::ClientEarPosition
0x006c6210 · 158 bytes · __thiscall
_ZN18CServerGameClients17ClientEarPositionEP7edict_tP6Vector
Decompiled
undefined (3 params)
/* CServerGameClients::ClientEarPosition(edict_t*, Vector*) */
void __thiscall
CServerGameClients::ClientEarPosition(CServerGameClients *this,edict_t *param_1,Vector *param_2)
{
int *piVar1;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
if ((((param_1 != (edict_t *)0x0) ||
((param_1 = *(edict_t **)(gpGlobals + 0x58), param_1 != (edict_t *)0x0 &&
(((byte)*param_1 & 2) == 0)))) && (piVar1 = *(int **)(param_1 + 0xc), piVar1 != (int *)0x0))
&& (piVar1 = (int *)(**(code **)(*piVar1 + 0x18))(piVar1), piVar1 != (int *)0x0)) {
(**(code **)(*piVar1 + 0x240))(&local_18,piVar1);
*(undefined4 *)param_2 = local_18;
*(undefined4 *)(param_2 + 4) = local_14;
*(undefined4 *)(param_2 + 8) = local_10;
return;
}
*(undefined4 *)param_2 = vec3_origin;
*(undefined4 *)(param_2 + 4) = DAT_01053d4c;
*(undefined4 *)(param_2 + 8) = DAT_01053d50;
return;
}
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.