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 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.