L L4D2node

CCollisionProperty::NormalizedToCollisionSpace

0x00429d40 · 96 bytes · __thiscall

_ZNK18CCollisionProperty26NormalizedToCollisionSpaceERK6VectorPS0_

Decompiled

undefined (3 params)

/* CCollisionProperty::NormalizedToCollisionSpace(Vector const&, Vector*) const */

void __thiscall
CCollisionProperty::NormalizedToCollisionSpace
          (CCollisionProperty *this,Vector *param_1,Vector *param_2)

{
  *(float *)param_2 =
       (*(float *)(this + 0x14) - *(float *)(this + 8)) * *(float *)param_1 + *(float *)(this + 8);
  *(float *)(param_2 + 4) =
       (*(float *)(this + 0x18) - *(float *)(this + 0xc)) * *(float *)(param_1 + 4) +
       *(float *)(this + 0xc);
  *(float *)(param_2 + 8) =
       (*(float *)(this + 0x1c) - *(float *)(this + 0x10)) * *(float *)(param_1 + 8) +
       *(float *)(this + 0x10);
  return;
}

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)