L L4D2node

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 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)