L L4D2node

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 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)