L L4D2node

CBasePlayerAnimState::SetOuterBodyYaw

0x00421470 · 67 bytes · __thiscall

_ZN20CBasePlayerAnimState15SetOuterBodyYawEf

Decompiled

undefined (2 params)

/* CBasePlayerAnimState::SetOuterBodyYaw(float) */

longdouble __thiscall
CBasePlayerAnimState::SetOuterBodyYaw(CBasePlayerAnimState *this,float param_1)

{
  longdouble lVar1;
  float fVar2;
  
  fVar2 = 0.0;
  if (-1 < *(int *)(this + 0x50)) {
    lVar1 = (longdouble)ConvergePoseParams(this,param_1,*(int *)(this + 0x4c),*(int *)(this + 0x50))
    ;
    fVar2 = (float)lVar1;
  }
  return (longdouble)fVar2;
}

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)