L L4D2node

GetTransitionedLandmarkOffset

0x00863150 · 249 bytes · unknown

_Z29GetTransitionedLandmarkOffsetv

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* GetTransitionedLandmarkOffset() */

float * GetTransitionedLandmarkOffset(void)

{
  CBaseEntity *this;
  float fVar1;
  float fVar2;
  float fVar3;
  float *in_stack_00000004;
  
  fVar1 = DAT_01053d50;
  fVar2 = DAT_01053d4c;
  fVar3 = vec3_origin;
  this = (CBaseEntity *)
         CGlobalEntityList::FindEntityByName
                   ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,s_landmarkName,
                    (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                    (IEntityFindFilter *)0x0);
  if (this != (CBaseEntity *)0x0) {
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this);
    }
    fVar3 = *(float *)(this + 0x2e0);
    fVar2 = *(float *)(this + 0x2e4);
    fVar1 = *(float *)(this + 0x2e8);
    s_transitionedLandmarkPosition = fVar3;
    _DAT_00ffc81c = fVar2;
    _DAT_00ffc820 = fVar1;
  }
  fVar2 = fVar2 - (float)s_landmarkPosition._4_4_;
  fVar1 = fVar1 - (float)s_landmarkPosition._8_4_;
  *in_stack_00000004 = fVar3 - (float)s_landmarkPosition._0_4_;
  in_stack_00000004[1] = fVar2;
  in_stack_00000004[2] = fVar1;
  return in_stack_00000004;
}

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)