L L4D2node

CreateKeepUpright

0x007a5100 · 191 bytes · __cdecl

_Z17CreateKeepUprightRK6VectorRK6QAngleP11CBaseEntityfb

Decompiled

undefined (5 params)

/* CreateKeepUpright(Vector const&, QAngle const&, CBaseEntity*, float, bool) */

int * CreateKeepUpright(Vector *param_1,QAngle *param_2,CBaseEntity *param_3,float param_4,
                       bool param_5)

{
  CBaseEdict *this;
  int *piVar1;
  int *piVar2;
  int iVar3;
  uint uVar4;
  
  piVar1 = (int *)CBaseEntity::Create("phys_keepupright",param_1,param_2,param_3);
  if (piVar1 != (int *)0x0) {
    if (param_3 == (CBaseEntity *)0x0) {
      piVar1[0x119] = -1;
    }
    else {
      piVar2 = (int *)(**(code **)(*(int *)param_3 + 0xc))(param_3);
      piVar1[0x119] = *piVar2;
    }
    piVar1[0x11a] = (int)param_4;
    if ((!param_5) && (uVar4 = piVar1[0x52] | 1, piVar1[0x52] != uVar4)) {
      if ((char)piVar1[0x1b] == '\0') {
        this = (CBaseEdict *)piVar1[0xc];
        if (this != (CBaseEdict *)0x0) {
          *(uint *)this = *(uint *)this | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(this);
          *(undefined2 *)(iVar3 + 2) = 0;
        }
      }
      else {
        *(byte *)(piVar1 + 0x1c) = *(byte *)(piVar1 + 0x1c) | 1;
      }
      piVar1[0x52] = uVar4;
    }
    (**(code **)(*piVar1 + 100))(piVar1);
    (**(code **)(*piVar1 + 0x94))(piVar1);
  }
  return piVar1;
}

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)