L L4D2node

SendProxy_Angles

0x0060dc80 · 151 bytes · __cdecl

_Z16SendProxy_AnglesPK8SendPropPKvS3_P8DVariantii

Decompiled

undefined (6 params)

/* SendProxy_Angles(SendProp const*, void const*, void const*, DVariant*, int, int) */

void SendProxy_Angles(SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
                     int param_6)

{
  char cVar1;
  QAngle *local_10;
  
  cVar1 = CBaseEntity::UseStepSimulationNetworkAngles(param_2,&local_10);
  if (cVar1 == '\0') {
    local_10 = (QAngle *)((int)param_2 + 0x3a8);
  }
  *(float *)param_4 = (float)((int)(*(float *)local_10 * 182.04445) & 0xffff) * 0.005493164;
  *(float *)(param_4 + 4) =
       (float)((int)(*(float *)(local_10 + 4) * 182.04445) & 0xffff) * 0.005493164;
  *(float *)(param_4 + 8) =
       (float)((int)(*(float *)(local_10 + 8) * 182.04445) & 0xffff) * 0.005493164;
  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)