L L4D2node

NWCEdit::RememberEntityPosition

0x00b5f280 · 303 bytes · __cdecl

_ZN7NWCEdit22RememberEntityPositionEP11CBaseEntity

Decompiled

undefined (1 param)

/* NWCEdit::RememberEntityPosition(CBaseEntity*) */

void NWCEdit::RememberEntityPosition(CBaseEntity *param_1)

{
  void *pvVar1;
  uint uVar2;
  int iVar3;
  undefined4 *puVar4;
  int iVar5;
  
  uVar2 = (**(code **)(*(int *)param_1 + 0xa4))(param_1);
  if ((uVar2 & 0x40000000) != 0) {
    if (g_EntityPositions == (void *)0x0) {
      g_EntityPositions = operator_new__(0xc000);
      g_EntityOrientations = operator_new__(0xc000);
      g_EntityClassnames = operator_new__(0x4000);
    }
    if (*(int *)(param_1 + 0x30) == 0) {
      iVar5 = 0;
      iVar3 = 0;
    }
    else {
      iVar3 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
      iVar5 = iVar3 * 4;
      iVar3 = iVar3 * 0xc;
    }
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_1);
    }
    puVar4 = (undefined4 *)((int)g_EntityPositions + iVar3);
    *puVar4 = *(undefined4 *)(param_1 + 0x2e0);
    puVar4[1] = *(undefined4 *)(param_1 + 0x2e4);
    puVar4[2] = *(undefined4 *)(param_1 + 0x2e8);
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_1);
    }
    puVar4 = (undefined4 *)(iVar3 + (int)g_EntityOrientations);
    *puVar4 = *(undefined4 *)(param_1 + 0x37c);
    pvVar1 = g_EntityClassnames;
    puVar4[1] = *(undefined4 *)(param_1 + 0x380);
    puVar4[2] = *(undefined4 *)(param_1 + 900);
    *(undefined4 *)((int)pvVar1 + iVar5) = *(undefined4 *)(param_1 + 0x7c);
  }
  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)