CMoveableCamera::GetEndPos
0x00a05f60 · 124 bytes · __thiscall
_ZN15CMoveableCamera9GetEndPosE7CHandleI11CBaseEntityE
Decompiled
undefined (2 params)
/* CMoveableCamera::GetEndPos(CHandle<CBaseEntity>) */
void __thiscall CMoveableCamera::GetEndPos(CMoveableCamera *this,int param_2)
{
uint uVar1;
undefined *puVar2;
CBaseEntity *this_00;
this_00 = (CBaseEntity *)0x0;
uVar1 = *(uint *)(param_2 + 0x464);
if (((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
this_00 = *(CBaseEntity **)(puVar2 + 4);
}
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
*(undefined4 *)this = *(undefined4 *)(this_00 + 0x2e0);
*(undefined4 *)(this + 4) = *(undefined4 *)(this_00 + 0x2e4);
*(undefined4 *)(this + 8) = *(undefined4 *)(this_00 + 0x2e8);
return;
}
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.