L L4D2node

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 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)