SurvivorApproachMinigun::GetUsePoint
0x00925170 · 237 bytes · __thiscall
_ZNK23SurvivorApproachMinigun11GetUsePointEP11SurvivorBotP11CBaseEntity
Decompiled
undefined (3 params)
/* SurvivorApproachMinigun::GetUsePoint(SurvivorBot*, CBaseEntity*) const */
undefined1 * __thiscall
SurvivorApproachMinigun::GetUsePoint
(SurvivorApproachMinigun *this,SurvivorBot *param_1,CBaseEntity *param_2)
{
undefined4 *puVar1;
int iVar2;
float local_18;
float local_14;
float local_10;
if (GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos == '\0') {
iVar2 = __cxa_guard_acquire(&GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos);
if (iVar2 != 0) {
__cxa_guard_release(&GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos);
}
}
puVar1 = (undefined4 *)(**(code **)(*(int *)param_2 + 0x288))(param_2);
GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos._0_4_ = *puVar1;
GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos._4_4_ = puVar1[1];
GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos._8_4_ = puVar1[2];
if (((byte)param_2[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_2);
}
AngleVectors((QAngle *)(param_2 + 0x37c),(Vector *)&local_18);
GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos._4_4_ =
local_14 * -30.0 + (float)GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos._4_4_;
GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos._8_4_ =
local_10 * -30.0 + (float)GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos._8_4_;
GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos._0_4_ =
local_18 * -30.0 + (float)GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos._0_4_;
return GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos;
}
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.