L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)