L L4D2node

CIKTarget::UpdateOwner

0x00b87550 · 309 bytes · __thiscall

_ZN9CIKTarget11UpdateOwnerEiRK6VectorRK6QAngle

Decompiled

undefined (4 params)

/* CIKTarget::UpdateOwner(int, Vector const&, QAngle const&) */

void __thiscall CIKTarget::UpdateOwner(CIKTarget *this,int param_1,Vector *param_2,QAngle *param_3)

{
  matrix3x4_t local_dc [48];
  matrix3x4_t local_ac [48];
  matrix3x4_t local_7c [48];
  matrix3x4_t local_4c [60];
  
  if ((((*(float *)(this + 0xd8) != *(float *)param_2) ||
       (*(float *)(this + 0xdc) != *(float *)(param_2 + 4))) ||
      (*(float *)(this + 0xe0) != *(float *)(param_2 + 8))) ||
     (((*(float *)(this + 0xe4) != *(float *)param_3 ||
       (*(float *)(this + 0xe8) != *(float *)(param_3 + 4))) ||
      (*(float *)(this + 0xec) != *(float *)(param_3 + 8))))) {
    AngleMatrix(param_3,param_2,local_dc);
    AngleIMatrix((QAngle *)(this + 0xe4),(Vector *)(this + 0xd8),local_ac);
    QuaternionMatrix((Quaternion *)(this + 0xfc),(Vector *)(this + 0xf0),local_7c);
    ConcatTransforms(local_ac,local_7c,local_4c);
    ConcatTransforms(local_dc,local_4c,local_7c);
    MatrixAngles(local_7c,(Quaternion *)(this + 0xfc),(Vector *)(this + 0xf0));
  }
  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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