L L4D2node

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 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)