L L4D2node

Motion_SetKeyAngles

0x00592870 · 67 bytes · __cdecl

_Z19Motion_SetKeyAnglesiR10Quaternion

Decompiled

undefined (2 params)

/* Motion_SetKeyAngles(int, Quaternion&) */

bool Motion_SetKeyAngles(int param_1,Quaternion *param_2)

{
  bool bVar1;
  int iVar2;
  
  bVar1 = param_1 + 3U < 7;
  if (bVar1) {
    iVar2 = param_1 * 0x1c + g_KeyFramePtr;
    *(undefined4 *)(iVar2 + 0xc) = *(undefined4 *)param_2;
    *(undefined4 *)(iVar2 + 0x10) = *(undefined4 *)(param_2 + 4);
    *(undefined4 *)(iVar2 + 0x14) = *(undefined4 *)(param_2 + 8);
    *(undefined4 *)(iVar2 + 0x18) = *(undefined4 *)(param_2 + 0xc);
  }
  return bVar1;
}

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)