INextBot::Get2DRangeTo
0x00753d40 · 110 bytes · __thiscall
_ZNK8INextBot12Get2DRangeToERK6Vector
Decompiled
undefined (2 params)
/* INextBot::Get2DRangeTo(Vector const&) const */
longdouble __thiscall INextBot::Get2DRangeTo(INextBot *this,Vector *param_1)
{
CBaseEntity *this_00;
this_00 = (CBaseEntity *)(**(code **)(*(int *)this + 0xb4))(this);
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
return (longdouble)
SQRT((*(float *)(this_00 + 0x2e0) - *(float *)param_1) *
(*(float *)(this_00 + 0x2e0) - *(float *)param_1) +
(*(float *)(this_00 + 0x2e4) - *(float *)(param_1 + 4)) *
(*(float *)(this_00 + 0x2e4) - *(float *)(param_1 + 4)));
}
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.