L L4D2node

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 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)