L L4D2node

CM_WorldSpaceCenter

0x0011bd10 · 287 bytes · __cdecl

_Z19CM_WorldSpaceCenterP12ICollideableP6Vector

Decompiled

undefined (2 params)

/* CM_WorldSpaceCenter(ICollideable*, Vector*) */

void CM_WorldSpaceCenter(ICollideable *param_1,Vector *param_2)

{
  float *pfVar1;
  float *pfVar2;
  matrix3x4_t *pmVar3;
  float local_18;
  float local_14;
  float local_10;
  
  pfVar1 = (float *)(**(code **)(*(int *)param_1 + 8))(param_1);
  pfVar2 = (float *)(**(code **)(*(int *)param_1 + 4))(param_1);
  local_10 = (pfVar1[2] + pfVar2[2]) * 0.5;
  local_18 = (*pfVar1 + *pfVar2) * 0.5;
  local_14 = (pfVar1[1] + pfVar2[1]) * 0.5;
  pfVar1 = (float *)(**(code **)(*(int *)param_1 + 0x24))(param_1);
  if ((((vec3_angle != *pfVar1) || (DAT_004024c0 != pfVar1[1])) || (DAT_004024c4 != pfVar1[2])) &&
     (((vec3_origin != local_18 || (DAT_004024cc != local_14)) || (DAT_004024d0 != local_10)))) {
    pmVar3 = (matrix3x4_t *)(**(code **)(*(int *)param_1 + 0x28))(param_1);
    VectorTransform(&local_18,pmVar3,(float *)param_2);
    return;
  }
  pfVar1 = (float *)(**(code **)(*(int *)param_1 + 0x20))(param_1);
  *(float *)param_2 = *pfVar1 + local_18;
  *(float *)(param_2 + 4) = pfVar1[1] + local_14;
  *(float *)(param_2 + 8) = pfVar1[2] + local_10;
  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)