L L4D2node

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 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)