L L4D2node

CTerrorWeapon::GetSwingForward

0x0056d5c0 · 111 bytes · __cdecl

_ZN13CTerrorWeapon15GetSwingForwardEv

Decompiled

undefined (0 params)

/* CTerrorWeapon::GetSwingForward() */

undefined4 * CTerrorWeapon::GetSwingForward(void)

{
  CBasePlayer *this;
  undefined4 *in_stack_00000004;
  CTerrorWeapon *in_stack_00000008;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  Vector local_24 [12];
  Vector local_18 [16];
  
  this = (CBasePlayer *)GetPlayerOwner(in_stack_00000008);
  if (this != (CBasePlayer *)0x0) {
    CBasePlayer::EyeVectors(this,(Vector *)&local_30,local_24,local_18);
    *in_stack_00000004 = local_30;
    in_stack_00000004[1] = local_2c;
    in_stack_00000004[2] = local_28;
    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)