L L4D2node

CScriptHud::HUDSetPosition

0x00905be0 · 294 bytes · __thiscall

_ZN10CScriptHud14HUDSetPositionEiffff

Decompiled

undefined (6 params)

/* CScriptHud::HUDSetPosition(int, float, float, float, float) */

void __thiscall
CScriptHud::HUDSetPosition
          (CScriptHud *this,int param_1,float param_2,float param_3,float param_4,float param_5)

{
  int iVar1;
  int iVar2;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  iVar2 = g_pGameRules;
  local_1c = param_2;
  iVar1 = memcmp((void *)(g_pGameRules + 0x554 + param_1 * 4),&local_1c,4);
  if (iVar1 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(float *)(iVar2 + 0x554 + param_1 * 4) = param_2;
    iVar2 = g_pGameRules;
  }
  local_18 = param_3;
  iVar1 = memcmp((void *)(iVar2 + 0x590 + param_1 * 4),&local_18,4);
  if (iVar1 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(float *)(iVar2 + 0x590 + param_1 * 4) = param_3;
    iVar2 = g_pGameRules;
  }
  local_14 = param_4;
  iVar1 = memcmp((void *)(iVar2 + 0x5cc + param_1 * 4),&local_14,4);
  if (iVar1 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(float *)(iVar2 + 0x5cc + param_1 * 4) = param_4;
    iVar2 = g_pGameRules;
  }
  local_10 = param_5;
  iVar1 = memcmp((void *)(iVar2 + 0x608 + param_1 * 4),&local_10,4);
  if (iVar1 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(float *)(iVar2 + 0x608 + param_1 * 4) = param_5;
  }
  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)