PlayerLocomotion::FaceTowards
0x0076bdb0 · 199 bytes · __thiscall
_ZN16PlayerLocomotion11FaceTowardsERK6Vector
Decompiled
undefined (2 params)
/* PlayerLocomotion::FaceTowards(Vector const&) */
void __thiscall PlayerLocomotion::FaceTowards(PlayerLocomotion *this,Vector *param_1)
{
int *piVar1;
int *piVar2;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined1 local_28 [8];
undefined4 local_20;
piVar1 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
piVar1 = (int *)(**(code **)(*piVar1 + 0xc4))(piVar1);
if (piVar1 != (int *)0x0) {
piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
piVar2 = (int *)(**(code **)(*piVar2 + 0xb4))(piVar2);
(**(code **)(*piVar2 + 0x234))(local_28,piVar2);
local_30 = *(undefined4 *)(param_1 + 4);
local_34 = *(undefined4 *)param_1;
local_2c = local_20;
(**(code **)(*piVar1 + 0xc0))
(piVar1,&local_34,0,0x3dcccccd,0,"Body facing",0,*(undefined4 *)(this + 0x94));
}
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
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calling convention, and argument types straight from the gamedata. Less
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Gamedata KeyValues
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