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 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.