L L4D2node

CSingleplayRules::VecItemRespawnAngles

0x004b1c60 · 68 bytes · __cdecl

_ZN16CSingleplayRules20VecItemRespawnAnglesEP5CItem

Decompiled

undefined (1 param)

/* CSingleplayRules::VecItemRespawnAngles(CItem*) */

CItem * CSingleplayRules::VecItemRespawnAngles(CItem *param_1)

{
  CBaseEntity *in_stack_0000000c;
  
  if (((byte)in_stack_0000000c[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(in_stack_0000000c);
  }
  *(undefined4 *)param_1 = *(undefined4 *)(in_stack_0000000c + 0x37c);
  *(undefined4 *)(param_1 + 4) = *(undefined4 *)(in_stack_0000000c + 0x380);
  *(undefined4 *)(param_1 + 8) = *(undefined4 *)(in_stack_0000000c + 900);
  return param_1;
}

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)