L L4D2node

CPointSpotlight::SpotlightCurrentPos

0x007ddf10 · 692 bytes · __cdecl

_ZN15CPointSpotlight19SpotlightCurrentPosEv

Decompiled

undefined (0 params)

/* CPointSpotlight::SpotlightCurrentPos() */

undefined4 * CPointSpotlight::SpotlightCurrentPos(void)

{
  float fVar1;
  float fVar2;
  float fVar3;
  undefined4 *in_stack_00000004;
  CBaseEntity *in_stack_00000008;
  CTraceFilterSimple local_dc [16];
  float local_cc;
  float local_c8;
  float local_c4;
  float local_bc;
  float local_b8;
  float local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  Vector local_70 [12];
  undefined4 local_64;
  undefined4 local_60;
  undefined4 local_5c;
  
  if (((byte)in_stack_00000008[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(in_stack_00000008);
  }
  AngleVectors((QAngle *)(in_stack_00000008 + 0x37c),(Vector *)(in_stack_00000008 + 0x45c));
  fVar1 = *(float *)(in_stack_00000008 + 0x474);
  fVar2 = *(float *)(in_stack_00000008 + 0x45c) * fVar1 +
          *(float *)(in_stack_00000008 + 0x45c) * fVar1;
  fVar3 = *(float *)(in_stack_00000008 + 0x460) * fVar1 +
          *(float *)(in_stack_00000008 + 0x460) * fVar1;
  fVar1 = fVar1 * *(float *)(in_stack_00000008 + 0x464) +
          fVar1 * *(float *)(in_stack_00000008 + 0x464);
  if (((byte)in_stack_00000008[0x14d] & 8) == 0) {
    local_cc = *(float *)(in_stack_00000008 + 0x2e0);
    local_c8 = *(float *)(in_stack_00000008 + 0x2e4);
    local_c4 = *(float *)(in_stack_00000008 + 0x2e8);
    fVar2 = fVar2 + local_cc;
    fVar3 = fVar3 + local_c8;
    fVar1 = fVar1 + local_c4;
  }
  else {
    CBaseEntity::CalcAbsolutePosition(in_stack_00000008);
    local_cc = *(float *)(in_stack_00000008 + 0x2e0);
    local_c8 = *(float *)(in_stack_00000008 + 0x2e4);
    fVar2 = fVar2 + local_cc;
    local_c4 = *(float *)(in_stack_00000008 + 0x2e8);
    fVar3 = fVar3 + local_c8;
    fVar1 = fVar1 + local_c4;
    if (((byte)in_stack_00000008[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(in_stack_00000008);
      local_cc = *(float *)(in_stack_00000008 + 0x2e0);
      local_c8 = *(float *)(in_stack_00000008 + 0x2e4);
      local_c4 = *(float *)(in_stack_00000008 + 0x2e8);
    }
  }
  local_bc = fVar2 - local_cc;
  local_b4 = fVar1 - local_c4;
  local_b8 = fVar3 - local_c8;
  local_94 = 0;
  local_98 = 0;
  local_9c = 0;
  local_a4 = 0;
  local_a8 = 0;
  local_87 = local_bc * local_bc + local_b4 * local_b4 + local_b8 * local_b8 != 0.0;
  local_ac = 0;
  local_8c = 0;
  local_88 = 1;
  CTraceFilterSimple::CTraceFilterSimple
            (local_dc,(IHandleEntity *)in_stack_00000008,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x400b,local_dc,local_70);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_70,(Vector *)&local_64,0xff,0,0,true,-1.0);
  }
  *in_stack_00000004 = local_64;
  in_stack_00000004[1] = local_60;
  in_stack_00000004[2] = local_5c;
  return in_stack_00000004;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)