L L4D2node

SetTransitionedLandmark

0x008630f0 · 81 bytes · __cdecl

_Z23SetTransitionedLandmarkPKcRK6Vector

Decompiled

undefined (2 params)

/* SetTransitionedLandmark(char const*, Vector const&) */

void SetTransitionedLandmark(char *param_1,Vector *param_2)

{
  V_strncpy(s_landmarkName,param_1,0x20);
  s_landmarkPosition._0_4_ = *(undefined4 *)param_2;
  s_landmarkPosition._4_4_ = *(undefined4 *)(param_2 + 4);
  s_landmarkPosition._8_4_ = *(undefined4 *)(param_2 + 8);
  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)