L L4D2node

CBaseEntity::SetLocalOrigin

0x0060c940 · 301 bytes · __thiscall

_ZN11CBaseEntity14SetLocalOriginERK6Vector

Decompiled

undefined (2 params)

/* CBaseEntity::SetLocalOrigin(Vector const&) */

void __thiscall CBaseEntity::SetLocalOrigin(CBaseEntity *this,Vector *param_1)

{
  float fVar1;
  CBaseEdict *pCVar2;
  int iVar3;
  
  if ((((((uint)*(float *)param_1 & 0x7f800000) != 0x7f800000) &&
       (((uint)*(float *)(param_1 + 4) & 0x7f800000) != 0x7f800000)) &&
      (((uint)*(float *)(param_1 + 8) & 0x7f800000) != 0x7f800000)) &&
     (((*(float *)param_1 != *(float *)(this + 0x39c) ||
       (*(float *)(param_1 + 4) != *(float *)(this + 0x3a0))) ||
      (*(float *)(param_1 + 8) != *(float *)(this + 0x3a4))))) {
    InvalidatePhysicsRecursive(this,1);
    if (this[0x6c] == (CBaseEntity)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
    }
    iVar3 = gpGlobals;
    *(undefined4 *)(this + 0x39c) = *(undefined4 *)param_1;
    *(undefined4 *)(this + 0x3a0) = *(undefined4 *)(param_1 + 4);
    *(undefined4 *)(this + 0x3a4) = *(undefined4 *)(param_1 + 8);
    fVar1 = *(float *)(iVar3 + 0xc);
    if (fVar1 != *(float *)(this + 0x94)) {
      if (this[0x6c] == (CBaseEntity)0x0) {
        pCVar2 = *(CBaseEdict **)(this + 0x30);
        if (pCVar2 != (CBaseEdict *)0x0) {
          *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
          *(undefined2 *)(iVar3 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
      }
      *(float *)(this + 0x94) = fVar1;
    }
    UpdateCell(this);
    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)