L L4D2node

EntityMatrix::InitFromEntity

0x00b2dfd0 · 277 bytes · __thiscall

_ZN12EntityMatrix14InitFromEntityEP11CBaseEntityi

Decompiled

undefined (3 params)

/* EntityMatrix::InitFromEntity(CBaseEntity*, int) */

void __thiscall EntityMatrix::InitFromEntity(EntityMatrix *this,CBaseEntity *param_1,int param_2)

{
  char cVar1;
  CBaseAnimating *this_00;
  int iVar2;
  int *piVar3;
  Vector local_34 [12];
  QAngle local_28 [24];
  
  if (param_1 == (CBaseEntity *)0x0) {
    MatrixSetIdentity((VMatrix *)this);
    return;
  }
  if ((param_2 != 0) &&
     (this_00 = (CBaseAnimating *)(**(code **)(*(int *)param_1 + 0xf0))(param_1),
     this_00 != (CBaseAnimating *)0x0)) {
    piVar3 = *(int **)(this_00 + 0x13e0);
    if (piVar3 == (int *)0x0) {
      iVar2 = CBaseEntity::GetModel((CBaseEntity *)this_00);
      if (iVar2 == 0) {
        piVar3 = *(int **)(this_00 + 0x13e0);
      }
      else {
        CBaseAnimating::LockStudioHdr(this_00);
        piVar3 = *(int **)(this_00 + 0x13e0);
      }
      if (piVar3 == (int *)0x0) goto LAB_00b2dfeb;
    }
    if (*piVar3 != 0) {
      cVar1 = CBaseAnimating::GetAttachment(this_00,param_2,local_34,local_28);
      if (cVar1 != '\0') {
        VMatrix::SetupMatrixOrgAngles((VMatrix *)this,local_34,local_28);
        return;
      }
    }
  }
LAB_00b2dfeb:
  if ((((byte)param_1[0x14d] & 8) != 0) &&
     (CBaseEntity::CalcAbsolutePosition(param_1), ((byte)param_1[0x14d] & 8) != 0)) {
    CBaseEntity::CalcAbsolutePosition(param_1);
  }
  VMatrix::SetupMatrixOrgAngles
            ((VMatrix *)this,(Vector *)(param_1 + 0x2e0),(QAngle *)(param_1 + 0x37c));
  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.



        

        

          

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