NWCEdit::AirNodePlacementPosition
0x00b5f140 · 309 bytes · __thiscall
_ZN7NWCEdit24AirNodePlacementPositionEv
Decompiled
undefined (1 param)
/* NWCEdit::AirNodePlacementPosition() */
NWCEdit * __thiscall NWCEdit::AirNodePlacementPosition(NWCEdit *this)
{
CBasePlayer *this_00;
float fVar1;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
this_00 = (CBasePlayer *)UTIL_PlayerByIndex(CBaseEntity::m_nDebugPlayer);
if (this_00 != (CBasePlayer *)0x0) {
CBasePlayer::EyeVectors(this_00,(Vector *)&local_40,(Vector *)0x0,(Vector *)0x0);
local_2c = 0.0;
local_34 = local_40;
local_30 = local_3c;
VectorNormalize((Vector *)&local_34);
VectorNormalize((Vector *)&local_40);
fVar1 = 120.0 / (local_30 * local_3c + local_34 * local_40 + local_2c * local_38);
(**(code **)(*(int *)this_00 + 0x234))(&local_28,this_00);
*(float *)this = local_40 * fVar1 + local_28;
*(float *)(this + 4) = local_3c * fVar1 + local_24;
*(float *)(this + 8) = fVar1 * local_38 + local_20;
return this;
}
*(undefined4 *)this = vec3_origin;
*(undefined4 *)(this + 4) = DAT_01053d4c;
*(undefined4 *)(this + 8) = DAT_01053d50;
return this;
}
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.