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 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.