L L4D2node

CBaseEntity::TransformStepData_ParentToParent

0x00604f40 · 147 bytes · __thiscall

_ZN11CBaseEntity32TransformStepData_ParentToParentEPS_S0_

Decompiled

undefined (3 params)

/* CBaseEntity::TransformStepData_ParentToParent(CBaseEntity*, CBaseEntity*) */

void __thiscall
CBaseEntity::TransformStepData_ParentToParent
          (CBaseEntity *this,CBaseEntity *param_1,CBaseEntity *param_2)

{
  int iVar1;
  
  iVar1 = GetDataObject(this,2);
  if (iVar1 != 0) {
    UTIL_ParentToWorldSpace(param_1,(Vector *)(iVar1 + 8),(Quaternion *)(iVar1 + 0x14));
    UTIL_WorldToParentSpace(param_2,(Vector *)(iVar1 + 8),(Quaternion *)(iVar1 + 0x14));
    UTIL_ParentToWorldSpace(param_1,(Vector *)(iVar1 + 0x28),(Quaternion *)(iVar1 + 0x34));
    UTIL_WorldToParentSpace(param_2,(Vector *)(iVar1 + 0x28),(Quaternion *)(iVar1 + 0x34));
    return;
  }
  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)