L L4D2node

CIKTarget::SetPosWithNormalOffset

0x00b87840 · 138 bytes · __thiscall

_ZN9CIKTarget22SetPosWithNormalOffsetERK6VectorS2_

Decompiled

undefined (3 params)

/* CIKTarget::SetPosWithNormalOffset(Vector const&, Vector const&) */

void __thiscall CIKTarget::SetPosWithNormalOffset(CIKTarget *this,Vector *param_1,Vector *param_2)

{
  float fVar1;
  float fVar2;
  
  *(undefined4 *)(this + 0x60) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 100) = *(undefined4 *)(param_1 + 4);
  fVar1 = *(float *)(param_1 + 8);
  *(float *)(this + 0x68) = fVar1;
  fVar2 = *(float *)(param_2 + 8);
  if (fVar2 <= 0.9999) {
    if (0.707 < fVar2) {
      *(float *)(this + 0x68) =
           fVar1 - (SQRT(1.0 - fVar2 * fVar2) / fVar2) * *(float *)(this + 0x54);
      return;
    }
    *(float *)(this + 0x68) = fVar1 - *(float *)(this + 0x54);
  }
  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)