Editor_RotateEntity
0x00591270 · 165 bytes · __cdecl
_Z19Editor_RotateEntityPKcfffRK6QAngleb
Decompiled
undefined (6 params)
/* Editor_RotateEntity(char const*, float, float, float, QAngle const&, bool) */
undefined4
Editor_RotateEntity(char *param_1,float param_2,float param_3,float param_4,QAngle *param_5,
bool param_6)
{
int in_GS_OFFSET;
char local_810 [2048];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
V_snprintf(local_810,0x800,"entity_rotate_incremental %s %f %f %f %f %f %f",param_1,
(double)param_2,(double)param_3,(double)param_4,(double)*(float *)param_5,
(double)*(float *)(param_5 + 4),(double)*(float *)(param_5 + 8));
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return 0;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.