L L4D2node

CCollisionProperty::CollisionToWorldTransform

0x00428fa0 · 177 bytes · __thiscall

_ZNK18CCollisionProperty25CollisionToWorldTransformEv

Decompiled

undefined (1 param)

/* CCollisionProperty::CollisionToWorldTransform() const */

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

{
  CBaseEntity *this_00;
  Vector *pVVar1;
  int iVar2;
  matrix3x4_t *pmVar3;
  
  if (CollisionToWorldTransform()::s_matTemp == '\0') {
    iVar2 = __cxa_guard_acquire(&CollisionToWorldTransform()::s_matTemp);
    if (iVar2 != 0) {
      __cxa_guard_release(&CollisionToWorldTransform()::s_matTemp);
    }
  }
  iVar2 = CollisionToWorldTransform()::s_nIndex * 0x30;
  CollisionToWorldTransform()::s_nIndex = CollisionToWorldTransform()::s_nIndex + 1 & 3;
  pmVar3 = (matrix3x4_t *)(CollisionToWorldTransform()::s_matTemp + iVar2);
  if ((((byte)this[0x20] & 0x40) == 0) && (((byte)this[0x22] & 0xfd) != 0)) {
    this_00 = *(CBaseEntity **)(this + 4);
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    return this_00 + 0x28c;
  }
  SetIdentityMatrix(pmVar3);
  pVVar1 = (Vector *)(**(code **)(*(int *)this + 0x20))(this);
  MatrixSetColumn(pVVar1,3,pmVar3);
  return (CBaseEntity *)pmVar3;
}

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)