CBaseEntity::GetVectors
0x0060abb0 · 189 bytes · __thiscall
_ZNK11CBaseEntity10GetVectorsEP6VectorS1_S1_
Decompiled
undefined (4 params)
/* CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const */
void __thiscall
CBaseEntity::GetVectors(CBaseEntity *this,Vector *param_1,Vector *param_2,Vector *param_3)
{
matrix3x4_t *pmVar1;
if (((byte)this[0x14d] & 8) != 0) {
CalcAbsolutePosition(this);
}
pmVar1 = (matrix3x4_t *)(this + 0x28c);
if (param_1 != (Vector *)0x0) {
MatrixGetColumn(pmVar1,0,param_1);
}
if (param_2 != (Vector *)0x0) {
MatrixGetColumn(pmVar1,1,param_2);
*(uint *)param_2 = *(uint *)param_2 ^ 0x80000000;
*(uint *)(param_2 + 4) = *(uint *)(param_2 + 4) ^ 0x80000000;
*(uint *)(param_2 + 8) = *(uint *)(param_2 + 8) ^ 0x80000000;
}
if (param_3 != (Vector *)0x0) {
MatrixGetColumn(pmVar1,2,param_3);
return;
}
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.