L L4D2node

UTIL_SetOrigin

0x00b2ca80 · 63 bytes · __cdecl

_Z14UTIL_SetOriginP11CBaseEntityRK6Vectorb

Decompiled

undefined (3 params)

/* UTIL_SetOrigin(CBaseEntity*, Vector const&, bool) */

void UTIL_SetOrigin(CBaseEntity *param_1,Vector *param_2,bool param_3)

{
  CBaseEntity::SetLocalOrigin(param_1,param_2);
  if (!param_3) {
    return;
  }
  CBaseEntity::PhysicsTouchTriggers(param_1,(Vector *)0x0);
  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)