L L4D2node

CPropMountedGun::GetAngleConstraints

0x0054f870 · 120 bytes · __thiscall

_ZN15CPropMountedGun19GetAngleConstraintsER6QAngleRfS2_S2_S2_

Decompiled

undefined (6 params)

/* CPropMountedGun::GetAngleConstraints(QAngle&, float&, float&, float&, float&) */

void __thiscall
CPropMountedGun::GetAngleConstraints
          (CPropMountedGun *this,QAngle *param_1,float *param_2,float *param_3,float *param_4,
          float *param_5)

{
  *(undefined4 *)param_1 = *(undefined4 *)(this + 0x15e4);
  *(undefined4 *)(param_1 + 4) = *(undefined4 *)(this + 0x15e8);
  *(undefined4 *)(param_1 + 8) = *(undefined4 *)(this + 0x15ec);
  *param_2 = -*(float *)(this + 0x15d0);
  *param_3 = *(float *)(this + 0x15d0);
  *param_4 = *(float *)(this + 0x15d8);
  *param_5 = *(float *)(this + 0x15d4);
  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)