CPointTeleport::InputTeleportToCurrentPos
0x007d9de0 · 145 bytes · __thiscall
_ZN14CPointTeleport25InputTeleportToCurrentPosER11inputdata_t
Decompiled
undefined (2 params)
/* CPointTeleport::InputTeleportToCurrentPos(inputdata_t&) */
void __thiscall CPointTeleport::InputTeleportToCurrentPos(CPointTeleport *this,inputdata_t *param_1)
{
CPointTeleport CVar1;
undefined4 uVar2;
if (((byte)this[0x148] & 1) == 0) {
CVar1 = this[0x14d];
}
else {
uVar2 = CBaseEntity::GetDebugName((CBaseEntity *)this);
Warning("%s: TeleportToCurrentPos input received; ignoring \'Teleport Home\' spawnflag.\n",uVar2
);
CVar1 = this[0x14d];
}
if ((((byte)CVar1 & 8) != 0) &&
(CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this), ((byte)this[0x14d] & 8) != 0)) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
DoTeleport(this,param_1,(Vector *)(this + 0x2e0),(QAngle *)(this + 0x37c),false);
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.