L L4D2node

CFourWheelVehiclePhysics::Teleport

0x006ada20 · 159 bytes · __thiscall

_ZN24CFourWheelVehiclePhysics8TeleportER11matrix3x4_t

Decompiled

undefined (2 params)

/* CFourWheelVehiclePhysics::Teleport(matrix3x4_t&) */

void __thiscall
CFourWheelVehiclePhysics::Teleport(CFourWheelVehiclePhysics *this,matrix3x4_t *param_1)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  matrix3x4_t local_7c [48];
  matrix3x4_t local_4c [60];
  
  iVar3 = 0;
  if (0 < *(int *)(this + 0x60)) {
    do {
      (**(code **)(**(int **)(this + iVar3 * 4 + 0x50) + 200))
                (*(int **)(this + iVar3 * 4 + 0x50),local_7c);
      ConcatTransforms(param_1,local_7c,local_4c);
      iVar1 = iVar3 * 4;
      iVar3 = iVar3 + 1;
      (**(code **)(**(int **)(this + iVar1 + 0x50) + 0xc0))
                (*(int **)(this + iVar1 + 0x50),local_4c,1);
    } while (iVar3 < *(int *)(this + 0x60));
  }
  if (*(CFourWheelServerVehicle **)(this + 8) != (CFourWheelServerVehicle *)0x0) {
    iVar3 = CFourWheelServerVehicle::GetFourWheelVehicle(*(CFourWheelServerVehicle **)(this + 8));
    if (iVar3 != 0) {
      iVar3 = CFourWheelServerVehicle::GetFourWheelVehicle(*(CFourWheelServerVehicle **)(this + 8));
      piVar2 = *(int **)(iVar3 + 0x238);
      if (piVar2 != (int *)0x0) {
        (**(code **)(*piVar2 + 100))(piVar2);
      }
    }
  }
  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)