L L4D2node

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 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)