L L4D2node

test_point

0x008f5da0 · 283 bytes · __cdecl

_ZL10test_pointRK8CCommand

Decompiled

undefined (1 param)

/* test_point(CCommand const&) */

void test_point(CCommand *param_1)

{
  char cVar1;
  char *pcVar2;
  double dVar3;
  double dVar4;
  float local_18;
  float local_14;
  float local_10;
  
  if (*(int *)param_1 != 4) {
    return;
  }
  dVar3 = strtod(*(char **)(param_1 + 0x414),(char **)0x0);
  pcVar2 = "";
  if (2 < *(int *)param_1) {
    pcVar2 = *(char **)(param_1 + 0x410);
  }
  dVar4 = strtod(pcVar2,(char **)0x0);
  pcVar2 = "";
  local_14 = (float)dVar4;
  if (1 < *(int *)param_1) {
    pcVar2 = *(char **)(param_1 + 0x40c);
  }
  dVar4 = strtod(pcVar2,(char **)0x0);
  local_18 = (float)dVar4;
  local_10 = (float)dVar3;
  cVar1 = IsPointInMap((Vector *)&local_18,(CTerrorPlayer *)0x0);
  pcVar2 = "";
  if (cVar1 == '\0') {
    pcVar2 = " not";
  }
  DevMsg("Pos %f %f %f is%s in the map.\n",(double)local_18,(double)local_14,(double)local_10,pcVar2
        );
  return;
}

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)