L L4D2node

CCollisionProperty::NormalizedToWorldSpace

0x00429ef0 · 264 bytes · __thiscall

_ZNK18CCollisionProperty22NormalizedToWorldSpaceERK6VectorPS0_

Decompiled

undefined (3 params)

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

Vector * __thiscall
CCollisionProperty::NormalizedToWorldSpace(CCollisionProperty *this,Vector *param_1,Vector *param_2)

{
  float *pfVar1;
  matrix3x4_t *pmVar2;
  float local_18;
  float local_14;
  float local_10;
  
  local_18 = (*(float *)(this + 0x14) - *(float *)(this + 8)) * *(float *)param_1 +
             *(float *)(this + 8);
  local_14 = (*(float *)(this + 0x18) - *(float *)(this + 0xc)) * *(float *)(param_1 + 4) +
             *(float *)(this + 0xc);
  local_10 = (*(float *)(this + 0x1c) - *(float *)(this + 0x10)) * *(float *)(param_1 + 8) +
             *(float *)(this + 0x10);
  if (((((byte)this[0x20] & 0x40) == 0) && (((byte)this[0x22] & 0xfd) != 0)) &&
     ((pfVar1 = (float *)(**(code **)(*(int *)this + 0x24))(this), vec3_angle != *pfVar1 ||
      ((DAT_01053d40 != pfVar1[1] || (DAT_01053d44 != pfVar1[2])))))) {
    pmVar2 = (matrix3x4_t *)(**(code **)(*(int *)this + 0x28))(this);
    VectorTransform(&local_18,pmVar2,(float *)param_2);
    return param_2;
  }
  pfVar1 = (float *)(**(code **)(*(int *)this + 0x20))(this);
  *(float *)param_2 = *pfVar1 + local_18;
  *(float *)(param_2 + 4) = pfVar1[1] + local_14;
  *(float *)(param_2 + 8) = pfVar1[2] + local_10;
  return param_2;
}

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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)