CPlayerInfo::GetLocalOrigin
0x007a8ad0 · 115 bytes · __cdecl
_ZN11CPlayerInfo14GetLocalOriginEv
Decompiled
undefined (0 params)
/* CPlayerInfo::GetLocalOrigin() */
undefined4 * CPlayerInfo::GetLocalOrigin(void)
{
undefined4 uVar1;
undefined4 uVar2;
int iVar3;
char cVar4;
undefined4 *in_stack_00000004;
int in_stack_00000008;
cVar4 = (**(code **)(**(int **)(in_stack_00000008 + 8) + 0x778))(*(int **)(in_stack_00000008 + 8))
;
if (cVar4 == '\0') {
*in_stack_00000004 = 0;
in_stack_00000004[1] = 0;
in_stack_00000004[2] = 0;
return in_stack_00000004;
}
iVar3 = *(int *)(in_stack_00000008 + 8);
uVar1 = *(undefined4 *)(iVar3 + 0x3a4);
uVar2 = *(undefined4 *)(iVar3 + 0x39c);
in_stack_00000004[1] = *(undefined4 *)(iVar3 + 0x3a0);
in_stack_00000004[2] = uVar1;
*in_stack_00000004 = uVar2;
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.