L L4D2node

CFogController::InputSetAngles

0x006a83b0 · 248 bytes · __thiscall

_ZN14CFogController14InputSetAnglesER11inputdata_t

Decompiled

undefined (2 params)

/* CFogController::InputSetAngles(inputdata_t&) */

void __thiscall CFogController::InputSetAngles(CFogController *this,inputdata_t *param_1)

{
  Vector *pVVar1;
  char *pcVar2;
  QAngle local_34 [12];
  Vector local_28 [24];
  
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar2 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar2 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar2 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  UTIL_StringToVector((float *)local_34,pcVar2);
  AngleVectors(local_34,local_28);
  pVVar1 = (Vector *)(this + 0x444);
  CBaseEntity::SetAbsAngles((CBaseEntity *)this,local_34);
  (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,pVVar1);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  AngleVectors((QAngle *)(this + 0x37c),pVVar1);
  (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,pVVar1);
  *(uint *)(this + 0x444) = *(uint *)(this + 0x444) ^ 0x80000000;
  *(uint *)(this + 0x448) = *(uint *)(this + 0x448) ^ 0x80000000;
  *(uint *)(this + 0x44c) = *(uint *)(this + 0x44c) ^ 0x80000000;
  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)