CBeam::SetAbsStartPos
0x00425e20 · 163 bytes · __thiscall
_ZN5CBeam14SetAbsStartPosERK6Vector
Decompiled
undefined (2 params)
/* CBeam::SetAbsStartPos(Vector const&) */
void __thiscall CBeam::SetAbsStartPos(CBeam *this,Vector *param_1)
{
uint uVar1;
undefined *puVar2;
Vector local_58 [12];
matrix3x4_t local_4c [60];
uVar1 = *(uint *)(this + 0x188);
if ((((uVar1 == 0xffffffff) ||
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar2 + 4) == 0)) {
CBaseEntity::SetLocalOrigin((CBaseEntity *)this,param_1);
}
else {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
MatrixInvert((matrix3x4_t *)(this + 0x28c),local_4c);
VectorTransform((float *)param_1,local_4c,(float *)local_58);
CBaseEntity::SetLocalOrigin((CBaseEntity *)this,local_58);
}
return;
}
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.