SurvivorUseObject::GetUsePoint
0x00936090 · 99 bytes · __thiscall
_ZNK17SurvivorUseObject11GetUsePointEP11SurvivorBotP11CBaseEntity
Decompiled
undefined (3 params)
/* SurvivorUseObject::GetUsePoint(SurvivorBot*, CBaseEntity*) const */
undefined1 * __thiscall
SurvivorUseObject::GetUsePoint(SurvivorUseObject *this,SurvivorBot *param_1,CBaseEntity *param_2)
{
Vector *pVVar1;
int iVar2;
if (GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos == '\0') {
iVar2 = __cxa_guard_acquire(&GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos);
if (iVar2 != 0) {
__cxa_guard_release(&GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos);
}
}
pVVar1 = (Vector *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
CCollisionProperty::CalcNearestPoint
((CCollisionProperty *)(param_2 + 0x194),pVVar1,
(Vector *)GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos);
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.