CSurvivorCamera::GetEndPos
0x00a05ee0 · 88 bytes · __cdecl
_ZN15CSurvivorCamera9GetEndPosE7CHandleI11CBaseEntityE
Decompiled
undefined (1 param)
/* CSurvivorCamera::GetEndPos(CHandle<CBaseEntity>) */
undefined4 CSurvivorCamera::GetEndPos(undefined4 param_1,undefined4 param_2,uint *param_3)
{
uint uVar1;
int *piVar2;
undefined *puVar3;
uVar1 = *param_3;
if (((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
piVar2 = (int *)0x0;
}
else {
piVar2 = *(int **)(puVar3 + 4);
}
(**(code **)(*piVar2 + 0x234))(param_1,piVar2);
return param_1;
}
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.