L L4D2node

CCollisionProperty::GetCollisionAngles

0x004290e0 · 59 bytes · __thiscall

_ZNK18CCollisionProperty18GetCollisionAnglesEv

Decompiled

undefined (1 param)

/* CCollisionProperty::GetCollisionAngles() const */

CBaseEntity * __thiscall CCollisionProperty::GetCollisionAngles(CCollisionProperty *this)

{
  CBaseEntity *pCVar1;
  
  pCVar1 = (CBaseEntity *)&vec3_angle;
  if ((((byte)this[0x20] & 0x40) == 0) && (((byte)this[0x22] & 0xfd) != 0)) {
    pCVar1 = *(CBaseEntity **)(this + 4);
    if (((byte)pCVar1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(pCVar1);
    }
    pCVar1 = pCVar1 + 0x37c;
  }
  return pCVar1;
}

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)