L L4D2node

UTIL_PredictedPosition

0x00b2e5a0 · 378 bytes · __cdecl

_Z22UTIL_PredictedPositionP11CBaseEntityfP6Vector

Decompiled

undefined (3 params)

/* UTIL_PredictedPosition(CBaseEntity*, float, Vector*) */

void UTIL_PredictedPosition(CBaseEntity *param_1,float param_2,Vector *param_3)

{
  float fVar1;
  float fVar2;
  char cVar3;
  CBaseEntity *pCVar4;
  int *piVar5;
  int iVar6;
  float local_28;
  float local_24;
  float local_20;
  
  if ((param_1 == (CBaseEntity *)0x0) || (param_3 == (Vector *)0x0)) {
    return;
  }
  cVar3 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if (cVar3 == '\0') {
    pCVar4 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x144))(param_1);
    if (pCVar4 != (CBaseEntity *)0x0) {
      cVar3 = (**(code **)(*(int *)pCVar4 + 0x4fc))(pCVar4);
      if (cVar3 != '\0') {
        iVar6 = *(int *)pCVar4;
        goto LAB_00b2e6ed;
      }
    }
    piVar5 = (int *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBaseAnimating::typeinfo,0);
    if (piVar5 != (int *)0x0) {
      (**(code **)(*piVar5 + 0x378))(&local_28,piVar5);
      goto LAB_00b2e677;
    }
  }
  else {
    cVar3 = (**(code **)(*(int *)param_1 + 0x4fc))(param_1);
    if (cVar3 != '\0') {
      iVar6 = *(int *)param_1;
      pCVar4 = param_1;
LAB_00b2e6ed:
      piVar5 = (int *)(**(code **)(iVar6 + 0x504))(pCVar4);
      (**(code **)(*piVar5 + 600))(&local_28,piVar5);
      goto LAB_00b2e677;
    }
  }
  (**(code **)(*(int *)param_1 + 600))(&local_28,param_1);
LAB_00b2e677:
  if (((byte)param_1[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(param_1);
  }
  fVar1 = *(float *)(param_1 + 0x2e8);
  fVar2 = *(float *)(param_1 + 0x2e0);
  *(float *)(param_3 + 4) = local_24 * param_2 + *(float *)(param_1 + 0x2e4);
  *(float *)(param_3 + 8) = local_20 * param_2 + fVar1;
  *(float *)param_3 = local_28 * param_2 + fVar2;
  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)