Infected::GetAutoAimCenter
0x00a0ccb0 · 102 bytes · __cdecl
_ZN8Infected16GetAutoAimCenterEv
Decompiled
undefined (0 params)
/* Infected::GetAutoAimCenter() */
undefined4 * Infected::GetAutoAimCenter(void)
{
undefined4 uVar1;
char cVar2;
undefined4 *puVar3;
undefined4 *in_stack_00000004;
int *in_stack_00000008;
cVar2 = CDirectorChallengeMode::HeadshotOnly(*(CDirectorChallengeMode **)(TheDirector + 0x648));
if (cVar2 == '\0') {
puVar3 = (undefined4 *)(**(code **)(*in_stack_00000008 + 0x288))();
*in_stack_00000004 = *puVar3;
uVar1 = puVar3[2];
in_stack_00000004[1] = puVar3[1];
in_stack_00000004[2] = uVar1;
return in_stack_00000004;
}
(**(code **)(*in_stack_00000008 + 0x234))();
return in_stack_00000004;
}
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.