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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.