CBaseEntity::ComputeAbsDirection
0x0060ab00 · 152 bytes · __thiscall
_ZN11CBaseEntity19ComputeAbsDirectionERK6VectorPS0_
Decompiled
undefined (3 params)
/* CBaseEntity::ComputeAbsDirection(Vector const&, Vector*) */
void __thiscall CBaseEntity::ComputeAbsDirection(CBaseEntity *this,Vector *param_1,Vector *param_2)
{
uint uVar1;
CBaseEntity *this_00;
undefined *puVar2;
uVar1 = *(uint *)(this + 0x188);
if ((((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
(this_00 = *(CBaseEntity **)(puVar2 + 4), this_00 != (CBaseEntity *)0x0)) {
if (((byte)this_00[0x14d] & 8) != 0) {
CalcAbsolutePosition(this_00);
}
VectorRotate((float *)param_1,(matrix3x4_t *)(this_00 + 0x28c),(float *)param_2);
return;
}
*(undefined4 *)param_2 = *(undefined4 *)param_1;
*(undefined4 *)(param_2 + 4) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(param_2 + 8) = *(undefined4 *)(param_1 + 8);
return;
}
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
DHookCreateFromConf - DHooks reads return type, this-type,
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.