L L4D2node

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 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)