L L4D2node

SendProxy_FuncRotatingOrigin

0x00630d10 · 103 bytes · __cdecl

_Z28SendProxy_FuncRotatingOriginPK8SendPropPKvS3_P8DVariantii

Decompiled

undefined (6 params)

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

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

{
  if ((*(byte *)((int)param_2 + 0x149) & 4) != 0) {
    *(undefined4 *)param_4 = *(undefined4 *)((int)param_2 + 0x47c);
    *(undefined4 *)(param_4 + 4) = *(undefined4 *)((int)param_2 + 0x480);
    *(undefined4 *)(param_4 + 8) = *(undefined4 *)((int)param_2 + 0x484);
    return;
  }
  SendProxy_Origin(param_1,param_2,param_3,param_4,param_5,param_6);
  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)