L L4D2node

CCollisionProperty::GetRootParentToWorldTransform

0x00428f30 · 55 bytes · __thiscall

_ZNK18CCollisionProperty29GetRootParentToWorldTransformEv

Decompiled

undefined (1 param)

/* CCollisionProperty::GetRootParentToWorldTransform() const */

undefined4 __thiscall CCollisionProperty::GetRootParentToWorldTransform(CCollisionProperty *this)

{
  int iVar1;
  undefined4 uVar2;
  
  if (((byte)this[0x21] & 1) != 0) {
    iVar1 = CBaseEntity::GetRootMoveParent(*(CBaseEntity **)(this + 4));
    if (iVar1 != 0) {
                    /* WARNING: Could not recover jumptable at 0x00428f61. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar2 = (**(code **)(*(int *)(iVar1 + 0x194) + 0x28))();
      return uVar2;
    }
  }
  return 0;
}

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)