ZombieBotBody::GetEyePosition
0x00a4b740 · 128 bytes · __thiscall
_ZNK13ZombieBotBody14GetEyePositionEv
Decompiled
undefined (1 param)
/* ZombieBotBody::GetEyePosition() const */
ZombieBotBody * __thiscall ZombieBotBody::GetEyePosition(ZombieBotBody *this)
{
float fVar1;
float fVar2;
int *piVar3;
CBaseEntity *this_00;
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
this_00 = (CBaseEntity *)(**(code **)(*piVar3 + 0xb4))(piVar3);
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
fVar1 = *(float *)(this_00 + 0x2e8);
fVar2 = *(float *)(this_00 + 0x2e0);
*(float *)(this + 0xc0) = *(float *)(this_00 + 0x2e4) + *(float *)(this + 0x20);
*(float *)(this + 0xc4) = fVar1 + *(float *)(this + 0x24);
*(float *)(this + 0xbc) = fVar2 + *(float *)(this + 0x1c);
return this + 0xbc;
}
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.