L L4D2node

CParticleCollection::GetControlPointTransformAtTime

0x00bccd10 · 74 bytes · __thiscall

_ZN19CParticleCollection30GetControlPointTransformAtTimeEifP7VMatrix

Decompiled

undefined (4 params)

/* CParticleCollection::GetControlPointTransformAtTime(int, float, VMatrix*) */

void __thiscall
CParticleCollection::GetControlPointTransformAtTime
          (CParticleCollection *this,int param_1,float param_2,VMatrix *param_3)

{
  GetControlPointTransformAtTime(this,param_1,param_2,(matrix3x4_t *)param_3);
  *(undefined4 *)(param_3 + 0x3c) = 0x3f800000;
  *(undefined4 *)(param_3 + 0x38) = 0;
  *(undefined4 *)(param_3 + 0x34) = 0;
  *(undefined4 *)(param_3 + 0x30) = 0;
  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)