CGunTarget::BodyTarget
0x006d8480 · 68 bytes · __cdecl
_ZN10CGunTarget10BodyTargetERK6Vectorb
Decompiled
undefined (2 params)
/* CGunTarget::BodyTarget(Vector const&, bool) */
Vector * CGunTarget::BodyTarget(Vector *param_1,bool param_2)
{
undefined3 in_stack_00000009;
if (((byte)_param_2[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(_param_2);
}
*(undefined4 *)param_1 = *(undefined4 *)(_param_2 + 0x2e0);
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(_param_2 + 0x2e4);
*(undefined4 *)(param_1 + 8) = *(undefined4 *)(_param_2 + 0x2e8);
return param_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.