L L4D2node

CPlayerInfo::GetAbsAngles

0x007a7270 · 71 bytes · __cdecl

_ZN11CPlayerInfo12GetAbsAnglesEv

Decompiled

undefined (0 params)

/* CPlayerInfo::GetAbsAngles() */

undefined4 * CPlayerInfo::GetAbsAngles(void)

{
  CBaseEntity *this;
  undefined4 *in_stack_00000004;
  int in_stack_00000008;
  
  this = *(CBaseEntity **)(in_stack_00000008 + 8);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(this);
  }
  *in_stack_00000004 = *(undefined4 *)(this + 0x37c);
  in_stack_00000004[1] = *(undefined4 *)(this + 0x380);
  in_stack_00000004[2] = *(undefined4 *)(this + 900);
  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)