L L4D2node

CBaseEntity::SetLocalAngularVelocity

0x0060c360 · 88 bytes · __thiscall

_ZN11CBaseEntity23SetLocalAngularVelocityERK6QAngle

Decompiled

undefined (2 params)

/* CBaseEntity::SetLocalAngularVelocity(QAngle const&) */

void __thiscall CBaseEntity::SetLocalAngularVelocity(CBaseEntity *this,QAngle *param_1)

{
  if (((*(float *)param_1 == *(float *)(this + 0x280)) &&
      (*(float *)(param_1 + 4) == *(float *)(this + 0x284))) &&
     (*(float *)(param_1 + 8) == *(float *)(this + 0x288))) {
    return;
  }
  *(float *)(this + 0x280) = *(float *)param_1;
  *(undefined4 *)(this + 0x284) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x288) = *(undefined4 *)(param_1 + 8);
  return;
}

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)