L L4D2node

CBreakableProp::GetEnableMotionPosition

0x007f9550 · 173 bytes · __thiscall

_ZN14CBreakableProp23GetEnableMotionPositionEP6VectorP6QAngle

Decompiled

undefined (3 params)

/* CBreakableProp::GetEnableMotionPosition(Vector*, QAngle*) */

undefined4 __thiscall
CBreakableProp::GetEnableMotionPosition(CBreakableProp *this,Vector *param_1,QAngle *param_2)

{
  CBaseEntity *this_00;
  
  this_00 = (CBaseEntity *)FindEnableMotionFixup(this);
  if (this_00 != (CBaseEntity *)0x0) {
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    *(undefined4 *)param_1 = *(undefined4 *)(this_00 + 0x2e0);
    *(undefined4 *)(param_1 + 4) = *(undefined4 *)(this_00 + 0x2e4);
    *(undefined4 *)(param_1 + 8) = *(undefined4 *)(this_00 + 0x2e8);
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    *(undefined4 *)param_2 = *(undefined4 *)(this_00 + 0x37c);
    *(undefined4 *)(param_2 + 4) = *(undefined4 *)(this_00 + 0x380);
    *(undefined4 *)(param_2 + 8) = *(undefined4 *)(this_00 + 900);
    return 1;
  }
  return 0;
}

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)