L L4D2node

CCollisionProperty::GetCollisionOrigin

0x00428f70 · 42 bytes · __thiscall

_ZNK18CCollisionProperty18GetCollisionOriginEv

Decompiled

undefined (1 param)

/* CCollisionProperty::GetCollisionOrigin() const */

CBaseEntity * __thiscall CCollisionProperty::GetCollisionOrigin(CCollisionProperty *this)

{
  CBaseEntity *this_00;
  
  this_00 = *(CBaseEntity **)(this + 4);
  if (((byte)this_00[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(this_00);
  }
  return this_00 + 0x2e0;
}

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)