L L4D2node

CPropVehicle::Teleport

0x00b32a50 · 165 bytes · __thiscall

_ZN12CPropVehicle8TeleportEPK6VectorPK6QAngleS2_

Decompiled

undefined (4 params)

/* CPropVehicle::Teleport(Vector const*, QAngle const*, Vector const*) */

void __thiscall
CPropVehicle::Teleport(CPropVehicle *this,Vector *param_1,QAngle *param_2,Vector *param_3)

{
  matrix3x4_t local_7c [48];
  matrix3x4_t local_4c [60];
  
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  MatrixInvert((matrix3x4_t *)(this + 0x28c),local_7c);
  CBaseAnimating::Teleport((CBaseAnimating *)this,param_1,param_2,param_3);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  ConcatTransforms((matrix3x4_t *)(this + 0x28c),local_7c,local_4c);
  CFourWheelVehiclePhysics::Teleport((CFourWheelVehiclePhysics *)(this + 0x13f8),local_4c);
  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)