L L4D2node

CPlayerInfo::GetLocalAngles

0x007a8b50 · 72 bytes · __cdecl

_ZN11CPlayerInfo14GetLocalAnglesEv

Decompiled

undefined (0 params)

/* CPlayerInfo::GetLocalAngles() */

undefined4 * CPlayerInfo::GetLocalAngles(void)

{
  int iVar1;
  undefined4 uVar2;
  char cVar3;
  undefined4 *in_stack_00000004;
  int in_stack_00000008;
  
  cVar3 = (**(code **)(**(int **)(in_stack_00000008 + 8) + 0x778))(*(int **)(in_stack_00000008 + 8))
  ;
  if (cVar3 != '\0') {
    iVar1 = *(int *)(in_stack_00000008 + 8);
    *in_stack_00000004 = *(undefined4 *)(iVar1 + 0x3a8);
    uVar2 = *(undefined4 *)(iVar1 + 0x3b0);
    in_stack_00000004[1] = *(undefined4 *)(iVar1 + 0x3ac);
    in_stack_00000004[2] = uVar2;
  }
  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)