NextBotCombatCharacter::EyePosition
0x00751600 · 121 bytes · __cdecl
_ZN22NextBotCombatCharacter11EyePositionEv
Decompiled
undefined (0 params)
/* NextBotCombatCharacter::EyePosition() */
undefined4 * NextBotCombatCharacter::EyePosition(void)
{
undefined4 uVar1;
int iVar2;
int *piVar3;
undefined4 *puVar4;
undefined4 *in_stack_00000004;
int in_stack_00000008;
iVar2 = (**(code **)(*(int *)(in_stack_00000008 + 0x1a3c) + 0xc4))(in_stack_00000008 + 0x1a3c);
if (iVar2 != 0) {
piVar3 = (int *)(**(code **)(*(int *)(in_stack_00000008 + 0x1a3c) + 0xc4))
(in_stack_00000008 + 0x1a3c);
puVar4 = (undefined4 *)(**(code **)(*piVar3 + 0xb8))(piVar3);
*in_stack_00000004 = *puVar4;
uVar1 = puVar4[2];
in_stack_00000004[1] = puVar4[1];
in_stack_00000004[2] = uVar1;
return in_stack_00000004;
}
CBaseEntity::EyePosition();
return in_stack_00000004;
}
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.