CBasePlayer::SetPunchAngle
0x007b7410 · 234 bytes · __thiscall
_ZN11CBasePlayer13SetPunchAngleEif
Decompiled
undefined (3 params)
/* CBasePlayer::SetPunchAngle(int, float) */
void __thiscall CBasePlayer::SetPunchAngle(CBasePlayer *this,int param_1,float param_2)
{
QAngle *pQVar1;
char cVar2;
CBasePlayer *this_00;
CBasePlayer *pCVar3;
int iVar4;
int iVar5;
int iVar6;
pQVar1 = (QAngle *)(this + 0x1ab0);
if (param_2 != *(float *)(pQVar1 + param_1 * 4)) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,pQVar1);
*(float *)(pQVar1 + param_1 * 4) = param_2;
}
cVar2 = (**(code **)(*(int *)this + 300))(this);
if (cVar2 != '\0') {
iVar5 = 0;
if (*(int *)(this + 0x30) != 0) {
iVar5 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
if (0 < *(int *)(gpGlobals + 0x14)) {
iVar6 = 1;
do {
this_00 = (CBasePlayer *)UTIL_PlayerByIndex(iVar6);
if ((iVar6 != iVar5) && (this_00 != (CBasePlayer *)0x0)) {
pCVar3 = (CBasePlayer *)(**(code **)(*(int *)this_00 + 0x654))(this_00);
if (this == pCVar3) {
iVar4 = (**(code **)(*(int *)this_00 + 0x648))(this_00);
if (iVar4 == 4) {
SetPunchAngle(this_00,pQVar1);
}
}
}
iVar6 = iVar6 + 1;
} while (iVar6 <= *(int *)(gpGlobals + 0x14));
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.