CBasePlayer::JumptoPosition
0x007a77e0 · 112 bytes · __thiscall
_ZN11CBasePlayer14JumptoPositionERK6VectorRK6QAngle
Decompiled
undefined (3 params)
/* CBasePlayer::JumptoPosition(Vector const&, QAngle const&) */
void __thiscall CBasePlayer::JumptoPosition(CBasePlayer *this,Vector *param_1,QAngle *param_2)
{
undefined4 uVar1;
CBaseEntity::SetAbsOrigin((CBaseEntity *)this,param_1);
CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&vec3_origin);
CBaseEntity::SetLocalAngles((CBaseEntity *)this,param_2);
*(undefined4 *)(this + 0x1c84) = *(undefined4 *)param_2;
*(undefined4 *)(this + 0x1c88) = *(undefined4 *)(param_2 + 4);
uVar1 = *(undefined4 *)(param_2 + 8);
*(undefined4 *)(this + 0x1c94) = 1;
*(undefined4 *)(this + 0x1c8c) = uVar1;
return;
}
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.