CBeam::SetAbsEndPos
0x00425ed0 · 415 bytes · __thiscall
_ZN5CBeam12SetAbsEndPosERK6Vector
Decompiled
undefined (2 params)
/* CBeam::SetAbsEndPos(Vector const&) */
void __thiscall CBeam::SetAbsEndPos(CBeam *this,Vector *param_1)
{
uint uVar1;
CBaseEdict *pCVar2;
int iVar3;
undefined *puVar4;
float fVar5;
float local_58;
float local_54;
float local_50;
matrix3x4_t local_4c [60];
uVar1 = *(uint *)(this + 0x188);
if ((((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) {
fVar5 = *(float *)param_1;
if (((fVar5 != *(float *)(this + 0x4d0)) ||
(*(float *)(param_1 + 4) != *(float *)(this + 0x4d4))) ||
(*(float *)(param_1 + 8) != *(float *)(this + 0x4d8))) {
if (this[0x6c] == (CBeam)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
fVar5 = *(float *)param_1;
}
}
else {
this[0x70] = (CBeam)((byte)this[0x70] | 1);
fVar5 = *(float *)param_1;
}
*(float *)(this + 0x4d0) = fVar5;
*(undefined4 *)(this + 0x4d4) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(this + 0x4d8) = *(undefined4 *)(param_1 + 8);
}
}
else {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
MatrixInvert((matrix3x4_t *)(this + 0x28c),local_4c);
VectorTransform((float *)param_1,local_4c,&local_58);
if (((local_58 != *(float *)(this + 0x4d0)) || (local_54 != *(float *)(this + 0x4d4))) ||
(local_50 != *(float *)(this + 0x4d8))) {
if (this[0x6c] == (CBeam)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CBeam)((byte)this[0x70] | 1);
}
*(float *)(this + 0x4d0) = local_58;
*(float *)(this + 0x4d4) = local_54;
*(float *)(this + 0x4d8) = local_50;
return;
}
}
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.