L L4D2node

CBaseEntity::ApplyLocalAngularVelocityImpulse

0x0040fa90 · 256 bytes · __thiscall

_ZN11CBaseEntity32ApplyLocalAngularVelocityImpulseERK6Vector

Decompiled

undefined (2 params)

/* CBaseEntity::ApplyLocalAngularVelocityImpulse(Vector const&) */

void __thiscall CBaseEntity::ApplyLocalAngularVelocityImpulse(CBaseEntity *this,Vector *param_1)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  float local_101c [1027];
  
  if (((*(float *)param_1 != vec3_origin) || (DAT_01053d4c != *(float *)(param_1 + 4))) ||
     (DAT_01053d50 != *(float *)(param_1 + 8))) {
    if (this[0x186] == (CBaseEntity)0x6) {
      iVar2 = (**(code **)(*(int *)this + 0x2b8))(this,local_101c,0x400);
      if (0 < iVar2) {
        iVar3 = 0;
        do {
          piVar1 = (int *)local_101c[iVar3];
          iVar3 = iVar3 + 1;
          (**(code **)(*piVar1 + 0xd8))(piVar1,0,param_1);
        } while (iVar3 != iVar2);
        return;
      }
    }
    else {
      local_101c[1] = *(float *)(param_1 + 8) + *(float *)(this + 0x284);
      local_101c[0] = *(float *)(this + 0x280) + *(float *)(param_1 + 4);
      local_101c[2] = *(float *)param_1 + *(float *)(this + 0x288);
      SetLocalAngularVelocity(this,(QAngle *)local_101c);
    }
  }
  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)