L L4D2node

CBaseAnimating::Teleport

0x005e02b0 · 70 bytes · __thiscall

_ZN14CBaseAnimating8TeleportEPK6VectorPK6QAngleS2_

Decompiled

undefined (4 params)

/* CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) */

void __thiscall
CBaseAnimating::Teleport(CBaseAnimating *this,Vector *param_1,QAngle *param_2,Vector *param_3)

{
  CBaseEntity::Teleport((CBaseEntity *)this,param_1,param_2,param_3);
  if (*(CIKContext **)(this + 0x480) != (CIKContext *)0x0) {
    CIKContext::ClearTargets(*(CIKContext **)(this + 0x480));
  }
  InitStepHeightAdjust(this);
  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)