CCollisionProperty::WorldToNormalizedSpace
0x0042a000 · 195 bytes · __thiscall
_ZNK18CCollisionProperty22WorldToNormalizedSpaceERK6VectorPS0_
Decompiled
undefined (3 params)
/* CCollisionProperty::WorldToNormalizedSpace(Vector const&, Vector*) const */
Vector * __thiscall
CCollisionProperty::WorldToNormalizedSpace(CCollisionProperty *this,Vector *param_1,Vector *param_2)
{
float *pfVar1;
matrix3x4_t *pmVar2;
float local_28;
float local_24;
float local_20;
if ((((byte)this[0x20] & 0x40) == 0) && (((byte)this[0x22] & 0xfd) != 0)) {
pfVar1 = (float *)(**(code **)(*(int *)this + 0x24))(this);
if ((vec3_angle != *pfVar1) || ((DAT_01053d40 != pfVar1[1] || (DAT_01053d44 != pfVar1[2])))) {
pmVar2 = (matrix3x4_t *)(**(code **)(*(int *)this + 0x28))(this);
VectorITransform((float *)param_1,pmVar2,&local_28);
goto LAB_0042a086;
}
}
pfVar1 = (float *)(**(code **)(*(int *)this + 0x20))(this);
local_28 = *(float *)param_1 - *pfVar1;
local_24 = *(float *)(param_1 + 4) - pfVar1[1];
local_20 = *(float *)(param_1 + 8) - pfVar1[2];
LAB_0042a086:
CollisionToNormalizedSpace(this,(Vector *)&local_28,param_2);
return param_2;
}
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
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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.