L L4D2node

CPlayerInfo::SetAbsOrigin

0x007a7530 · 59 bytes · __thiscall

_ZN11CPlayerInfo12SetAbsOriginER6Vector

Decompiled

undefined (2 params)

/* CPlayerInfo::SetAbsOrigin(Vector&) */

void __thiscall CPlayerInfo::SetAbsOrigin(CPlayerInfo *this,Vector *param_1)

{
  char cVar1;
  
  cVar1 = (**(code **)(**(int **)(this + 8) + 0x778))(*(int **)(this + 8));
  if (cVar1 == '\0') {
    return;
  }
  CBaseEntity::SetAbsOrigin(*(CBaseEntity **)(this + 8),param_1);
  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)