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 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.