L L4D2node

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 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)