L L4D2node

CFuncRotating::RotatingUse

0x00633680 · 51 bytes · __cdecl

_ZN13CFuncRotating11RotatingUseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CFuncRotating::RotatingUse(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CFuncRotating::RotatingUse(CFuncRotating *param_1)

{
  if (*(float *)(param_1 + 0x11c) == 0.0) {
    SetTargetSpeed(param_1,*(float *)(param_1 + 0x45c));
    return;
  }
  SetTargetSpeed(param_1,0.0);
  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)