CC_VoxelTreePlayerView
0x00b2add0 · 268 bytes · unknown
_Z22CC_VoxelTreePlayerViewv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CC_VoxelTreePlayerView() */
void CC_VoxelTreePlayerView(void)
{
float fVar1;
float fVar2;
float fVar3;
code *pcVar4;
int iVar5;
CBaseEntity *this;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
this = (CBaseEntity *)0x0;
Msg("VoxelTreePlayerView\n");
if (*(int *)(gpGlobals + 0x14) < 2) {
this = (CBaseEntity *)UTIL_PlayerByIndex(1);
}
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this);
}
fVar1 = *(float *)(this + 0x2e0);
fVar2 = *(float *)(this + 0x2e4);
fVar3 = *(float *)(this + 0x2e8);
pcVar4 = *(code **)(*partition + 0x54);
iVar5 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
local_18 = fVar1 + *(float *)(iVar5 + 0x18);
local_14 = fVar2 + *(float *)(iVar5 + 0x1c);
local_10 = fVar3 + *(float *)(iVar5 + 0x20);
iVar5 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
local_24 = fVar1 - *(float *)(iVar5 + 0xc);
local_20 = fVar2 - *(float *)(iVar5 + 0x10);
local_1c = fVar3 - *(float *)(iVar5 + 0x14);
(*pcVar4)(partition,&local_24,&local_18,0x40400000);
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.