L L4D2node

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 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)