CBaseCombatCharacter::BodyAngles
0x005efa40 · 68 bytes · __cdecl
_ZN20CBaseCombatCharacter10BodyAnglesEv
Decompiled
undefined (0 params)
/* CBaseCombatCharacter::BodyAngles() */
undefined4 * CBaseCombatCharacter::BodyAngles(void)
{
undefined4 *in_stack_00000004;
CBaseEntity *in_stack_00000008;
if (((byte)in_stack_00000008[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(in_stack_00000008);
}
*in_stack_00000004 = *(undefined4 *)(in_stack_00000008 + 0x37c);
in_stack_00000004[1] = *(undefined4 *)(in_stack_00000008 + 0x380);
in_stack_00000004[2] = *(undefined4 *)(in_stack_00000008 + 900);
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.