GetTransitionedLandmarkOffset
0x00863150 · 249 bytes · unknown
_Z29GetTransitionedLandmarkOffsetv
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* GetTransitionedLandmarkOffset() */
float * GetTransitionedLandmarkOffset(void)
{
CBaseEntity *this;
float fVar1;
float fVar2;
float fVar3;
float *in_stack_00000004;
fVar1 = DAT_01053d50;
fVar2 = DAT_01053d4c;
fVar3 = vec3_origin;
this = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,s_landmarkName,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (this != (CBaseEntity *)0x0) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this);
}
fVar3 = *(float *)(this + 0x2e0);
fVar2 = *(float *)(this + 0x2e4);
fVar1 = *(float *)(this + 0x2e8);
s_transitionedLandmarkPosition = fVar3;
_DAT_00ffc81c = fVar2;
_DAT_00ffc820 = fVar1;
}
fVar2 = fVar2 - (float)s_landmarkPosition._4_4_;
fVar1 = fVar1 - (float)s_landmarkPosition._8_4_;
*in_stack_00000004 = fVar3 - (float)s_landmarkPosition._0_4_;
in_stack_00000004[1] = fVar2;
in_stack_00000004[2] = fVar1;
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.