Pickup_GetPreferredCarryAngles
0x007d5be0 · 169 bytes · __cdecl
_Z30Pickup_GetPreferredCarryAnglesP11CBaseEntityP11CBasePlayerR11matrix3x4_tR6QAngle
Decompiled
undefined (4 params)
/* Pickup_GetPreferredCarryAngles(CBaseEntity*, CBasePlayer*, matrix3x4_t&, QAngle&) */
undefined4
Pickup_GetPreferredCarryAngles
(CBaseEntity *param_1,CBasePlayer *param_2,matrix3x4_t *param_3,QAngle *param_4)
{
int *piVar1;
undefined4 uVar2;
matrix3x4_t local_24 [12];
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
if (param_1 != (CBaseEntity *)0x0) {
piVar1 = (int *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&IPlayerPickupVPhysics::typeinfo,
0xfffffffe);
if (piVar1 != (int *)0x0) {
uVar2 = (**(code **)(*piVar1 + 0x10))(piVar1,param_2);
if ((char)uVar2 != '\0') {
(**(code **)(*piVar1 + 0x14))(local_24,piVar1);
TransformAnglesToWorldSpace((QAngle *)&local_18,local_24);
*(undefined4 *)param_4 = local_18;
*(undefined4 *)(param_4 + 4) = local_14;
*(undefined4 *)(param_4 + 8) = local_10;
return uVar2;
}
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.