L L4D2node

CRagdollProp::PhysGunLaunchAngularImpulse

0x00797140 · 170 bytes · __cdecl

_ZN12CRagdollProp27PhysGunLaunchAngularImpulseEv

Decompiled

undefined (0 params)

/* CRagdollProp::PhysGunLaunchAngularImpulse() */

float * CRagdollProp::PhysGunLaunchAngularImpulse(void)

{
  char cVar1;
  int iVar2;
  float *in_stack_00000004;
  CRagdollProp *in_stack_00000008;
  
  cVar1 = HasPhysgunInteraction(in_stack_00000008,"onlaunch","spin_zaxis");
  if (cVar1 != '\0') {
    *in_stack_00000004 = 0.0;
    in_stack_00000004[1] = 0.0;
    in_stack_00000004[2] = 0.0;
    return in_stack_00000004;
  }
  iVar2 = rand();
  *in_stack_00000004 = (float)iVar2 * 0.03662221 - 600.0;
  iVar2 = rand();
  in_stack_00000004[1] = (float)iVar2 * 0.03662221 - 600.0;
  iVar2 = rand();
  in_stack_00000004[2] = (float)iVar2 * 0.03662221 - 600.0;
  return in_stack_00000004;
}

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)