CTankClaw::GetSwingForward
0x0055d8c0 · 144 bytes · __cdecl
_ZN9CTankClaw15GetSwingForwardEv
Decompiled
undefined (0 params)
/* CTankClaw::GetSwingForward() */
undefined4 * CTankClaw::GetSwingForward(void)
{
int iVar1;
undefined4 *in_stack_00000004;
CTerrorWeapon *in_stack_00000008;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
iVar1 = CTerrorWeapon::GetPlayerOwner(in_stack_00000008);
if (iVar1 != 0) {
iVar1 = (**(code **)(*(int *)in_stack_00000008 + 0x238))();
local_18 = *(undefined4 *)(in_stack_00000008 + 0x17ec);
local_14 = *(undefined4 *)(iVar1 + 4);
local_10 = *(undefined4 *)(iVar1 + 8);
AngleVectors((QAngle *)&local_18,(Vector *)&local_24);
*in_stack_00000004 = local_24;
in_stack_00000004[1] = local_20;
in_stack_00000004[2] = local_1c;
return in_stack_00000004;
}
*in_stack_00000004 = 0;
in_stack_00000004[1] = 0;
in_stack_00000004[2] = 0;
return in_stack_00000004;
}
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.