L L4D2node

CBaseEntity::SetLocalTransform

0x0060ce00 · 88 bytes · __thiscall

_ZN11CBaseEntity17SetLocalTransformERK11matrix3x4_t

Decompiled

undefined (2 params)

/* CBaseEntity::SetLocalTransform(matrix3x4_t const&) */

void __thiscall CBaseEntity::SetLocalTransform(CBaseEntity *this,matrix3x4_t *param_1)

{
  Vector local_34 [12];
  QAngle local_28 [24];
  
  MatrixGetColumn(param_1,3,local_34);
  MatrixAngles(param_1,(float *)local_28);
  SetLocalOrigin(this,local_34);
  SetLocalAngles(this,local_28);
  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)