L L4D2node

CGrabController::TransformAnglesToPlayerSpace

0x004ec0e0 · 136 bytes · __cdecl

_ZN15CGrabController28TransformAnglesToPlayerSpaceERK6QAngleP11CBasePlayer

Decompiled

undefined (2 params)

/* CGrabController::TransformAnglesToPlayerSpace(QAngle const&, CBasePlayer*) */

QAngle * CGrabController::TransformAnglesToPlayerSpace(QAngle *param_1,CBasePlayer *param_2)

{
  int iVar1;
  matrix3x4_t *in_stack_0000000c;
  CBaseEntity *in_stack_00000010;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  matrix3x4_t local_3c [48];
  
  if (param_2[0x61] == (CBasePlayer)0x0) {
    if (((byte)in_stack_00000010[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(in_stack_00000010);
    }
  }
  else {
    iVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x238))();
    local_44 = *(undefined4 *)(iVar1 + 4);
    local_48 = 0;
    local_40 = *(undefined4 *)(iVar1 + 8);
    AngleMatrix((QAngle *)&local_48,local_3c);
  }
  TransformAnglesToLocalSpace(param_1,in_stack_0000000c);
  return param_1;
}

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)