L L4D2node

Editor_RotateEntity

0x000d6fa0 · 165 bytes · __cdecl

_Z19Editor_RotateEntityPKcfffRK6QAngleb

Decompiled

undefined (6 params)

/* Editor_RotateEntity(char const*, float, float, float, QAngle const&, bool) */

undefined4
Editor_RotateEntity(char *param_1,float param_2,float param_3,float param_4,QAngle *param_5,
                   bool param_6)

{
  int in_GS_OFFSET;
  char local_810 [2048];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  V_snprintf(local_810,0x800,"entity_rotate_incremental %s %f %f %f %f %f %f",param_1,
             (double)param_2,(double)param_3,(double)param_4,(double)*(float *)param_5,
             (double)*(float *)(param_5 + 4),(double)*(float *)(param_5 + 8));
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return 0;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)