CBaseEntity::SimulateAngles
0x00477160 · 102 bytes · __thiscall
_ZN11CBaseEntity14SimulateAnglesEf
Decompiled
undefined (2 params)
/* CBaseEntity::SimulateAngles(float) */
void __thiscall CBaseEntity::SimulateAngles(CBaseEntity *this,float param_1)
{
float local_18;
float local_14;
float local_10;
local_18 = *(float *)(this + 0x280) * param_1 + *(float *)(this + 0x3a8);
local_14 = *(float *)(this + 0x284) * param_1 + *(float *)(this + 0x3ac);
local_10 = param_1 * *(float *)(this + 0x288) + *(float *)(this + 0x3b0);
SetLocalAngles(this,(QAngle *)&local_18);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.