L L4D2node

EntityMatrix::InitFromEntityLocal

0x00b2e0f0 · 61 bytes · __thiscall

_ZN12EntityMatrix19InitFromEntityLocalEP11CBaseEntity

Decompiled

undefined (2 params)

/* EntityMatrix::InitFromEntityLocal(CBaseEntity*) */

void __thiscall EntityMatrix::InitFromEntityLocal(EntityMatrix *this,CBaseEntity *param_1)

{
  if ((param_1 != (CBaseEntity *)0x0) && (*(int *)(param_1 + 0x30) != 0)) {
    VMatrix::SetupMatrixOrgAngles
              ((VMatrix *)this,(Vector *)(param_1 + 0x39c),(QAngle *)(param_1 + 0x3a8));
    return;
  }
  MatrixSetIdentity((VMatrix *)this);
  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)