L L4D2node

CPathTrack::GetOrientation

0x007721f0 · 235 bytes · __cdecl

_ZN10CPathTrack14GetOrientationEb

Decompiled

undefined (1 param)

/* CPathTrack::GetOrientation(bool) */

undefined4 * CPathTrack::GetOrientation(bool param_1)

{
  CPathTrack *pCVar1;
  CPathTrack *pCVar2;
  undefined3 in_stack_00000005;
  CPathTrack *in_stack_00000008;
  bool in_stack_0000000c;
  float local_34;
  float local_30;
  float local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  if (*(int *)(in_stack_00000008 + 0x45c) != 2) {
    pCVar1 = (CPathTrack *)GetNextInDir(in_stack_00000008,in_stack_0000000c);
    pCVar2 = in_stack_00000008;
    if (pCVar1 == (CPathTrack *)0x0) {
      pCVar2 = (CPathTrack *)GetNextInDir(in_stack_00000008,(bool)(in_stack_0000000c ^ 1));
      pCVar1 = in_stack_00000008;
    }
    local_34 = *(float *)(pCVar1 + 0x39c) - *(float *)(pCVar2 + 0x39c);
    local_30 = *(float *)(pCVar1 + 0x3a0) - *(float *)(pCVar2 + 0x3a0);
    local_2c = *(float *)(pCVar1 + 0x3a4) - *(float *)(pCVar2 + 0x3a4);
    VectorAngles((Vector *)&local_34,(QAngle *)&local_28);
    *_param_1 = local_28;
    _param_1[1] = local_24;
    _param_1[2] = local_20;
    return _param_1;
  }
  *_param_1 = *(undefined4 *)(in_stack_00000008 + 0x3a8);
  _param_1[1] = *(undefined4 *)(in_stack_00000008 + 0x3ac);
  _param_1[2] = *(undefined4 *)(in_stack_00000008 + 0x3b0);
  return _param_1;
}

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)