L L4D2node

CEnvTilt::ApplyTilt

0x0068a7c0 · 266 bytes · __thiscall

_ZN8CEnvTilt9ApplyTiltE14ShakeCommand_t

Decompiled

undefined (2 params)

/* CEnvTilt::ApplyTilt(ShakeCommand_t) */

void __thiscall CEnvTilt::ApplyTilt(CEnvTilt *this,undefined4 param_2)

{
  undefined4 uVar1;
  undefined4 uVar2;
  uint uVar3;
  undefined4 uVar4;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  uVar3 = *(uint *)(this + 0x148);
  if ((uVar3 & 0x60) != 0x60) {
    uVar1 = *(undefined4 *)(this + 0x448);
    uVar4 = 0;
    if ((uVar3 & 1) == 0) {
      uVar4 = *(undefined4 *)(this + 0x444);
    }
    uVar2 = *(undefined4 *)(this + 0x440);
    if (((byte)this[0x14d] & 8) == 0) {
      local_18 = *(undefined4 *)(this + 0x37c);
      local_14 = 0;
      local_10 = *(undefined4 *)(this + 900);
    }
    else {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      local_18 = *(undefined4 *)(this + 0x37c);
      local_14 = 0;
      local_10 = *(undefined4 *)(this + 900);
      if ((*(uint *)(this + 0x14c) & 0x800) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      }
    }
    UTIL_ScreenTilt(this + 0x2e0,&local_18,uVar2,uVar4,uVar1,param_2,uVar3 >> 7 & 1);
  }
  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)