CBaseCombatCharacter::BodyDirection2D
0x005efeb0 · 141 bytes · __cdecl
_ZN20CBaseCombatCharacter15BodyDirection2DEv
Decompiled
undefined (0 params)
/* CBaseCombatCharacter::BodyDirection2D() */
float * CBaseCombatCharacter::BodyDirection2D(void)
{
float fVar1;
float fVar2;
float fVar3;
float *in_stack_00000004;
int *in_stack_00000008;
(**(code **)(*in_stack_00000008 + 0x3ec))();
fVar1 = *in_stack_00000004;
fVar2 = in_stack_00000004[1];
in_stack_00000004[2] = 0.0;
fVar3 = SQRT(fVar2 * fVar2 + fVar1 * fVar1);
if (fVar3 == 0.0) {
in_stack_00000004[1] = 0.0;
*in_stack_00000004 = 0.0;
return in_stack_00000004;
}
fVar3 = 1.0 / fVar3;
*in_stack_00000004 = fVar1 * fVar3;
in_stack_00000004[1] = fVar2 * fVar3;
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.