L L4D2node

CIKTarget::MoveReferenceFrame

0x00b879a0 · 205 bytes · __cdecl

_ZN9CIKTarget18MoveReferenceFrameER6VectorR6QAngle

Decompiled

undefined (2 params)

/* CIKTarget::MoveReferenceFrame(Vector&, QAngle&) */

void CIKTarget::MoveReferenceFrame(Vector *param_1,QAngle *param_2)

{
  *(float *)(param_1 + 0x60) = *(float *)(param_1 + 0x60) - *(float *)param_2;
  *(float *)(param_1 + 100) = *(float *)(param_1 + 100) - *(float *)(param_2 + 4);
  *(float *)(param_1 + 0x68) = *(float *)(param_1 + 0x68) - *(float *)(param_2 + 8);
  *(float *)(param_1 + 0xf0) = *(float *)(param_1 + 0xf0) - *(float *)param_2;
  *(float *)(param_1 + 0xf4) = *(float *)(param_1 + 0xf4) - *(float *)(param_2 + 4);
  *(float *)(param_1 + 0xf8) = *(float *)(param_1 + 0xf8) - *(float *)(param_2 + 8);
  *(float *)(param_1 + 0xc) = *(float *)(param_1 + 0xc) - *(float *)param_2;
  *(float *)(param_1 + 0x10) = *(float *)(param_1 + 0x10) - *(float *)(param_2 + 4);
  *(float *)(param_1 + 0x14) = *(float *)(param_1 + 0x14) - *(float *)(param_2 + 8);
  *(float *)(param_1 + 0x28) = *(float *)(param_1 + 0x28) - *(float *)param_2;
  *(float *)(param_1 + 0x2c) = *(float *)(param_1 + 0x2c) - *(float *)(param_2 + 4);
  *(float *)(param_1 + 0x30) = *(float *)(param_1 + 0x30) - *(float *)(param_2 + 8);
  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)