L L4D2node

CBreakableSurface::PanePos

0x006b8690 · 280 bytes · __thiscall

_ZN17CBreakableSurface7PanePosERK6VectorPfS3_

Decompiled

undefined (4 params)

/* CBreakableSurface::PanePos(Vector const&, float*, float*) */

void __thiscall
CBreakableSurface::PanePos(CBreakableSurface *this,Vector *param_1,float *param_2,float *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  QAngle local_40 [12];
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  fVar1 = *(float *)param_1;
  fVar2 = *(float *)(param_1 + 4);
  local_28 = -*(float *)(this + 0x50c);
  fVar3 = *(float *)(param_1 + 8);
  fVar4 = *(float *)(this + 0x518);
  fVar5 = *(float *)(this + 0x51c);
  local_24 = -*(float *)(this + 0x510);
  fVar6 = *(float *)(this + 0x520);
  local_20 = -*(float *)(this + 0x514);
  VectorAngles((Vector *)&local_28,local_40);
  AngleVectors(local_40,(Vector *)0x0,(Vector *)&local_34,(Vector *)&local_28);
  *param_2 = ((fVar2 - fVar5) * local_30 + (fVar1 - fVar4) * local_34 + (fVar3 - fVar6) * local_2c)
             / *(float *)(this + 0x504);
  *param_3 = (local_24 * (fVar2 - fVar5) + local_28 * (fVar1 - fVar4) + local_20 * (fVar3 - fVar6))
             / *(float *)(this + 0x508);
  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)