L L4D2node

CC_Ent_Rotate

0x007e5b30 · 262 bytes · __cdecl

_Z13CC_Ent_RotateRK8CCommand

Decompiled

undefined (1 param)

/* CC_Ent_Rotate(CCommand const&) */

void CC_Ent_Rotate(CCommand *param_1)

{
  CBasePlayer *pCVar1;
  CBaseEntity *this;
  float fVar2;
  double dVar3;
  undefined4 local_e8;
  undefined4 local_e4;
  undefined4 local_e0;
  VMatrix local_dc [64];
  VMatrix local_9c [64];
  VMatrix local_5c [76];
  
  pCVar1 = (CBasePlayer *)UTIL_GetCommandClient();
  this = (CBaseEntity *)FindPickerEntity(pCVar1);
  if (this != (CBaseEntity *)0x0) {
    local_e8 = *(undefined4 *)(this + 0x3a8);
    fVar2 = 7.5;
    local_e4 = *(undefined4 *)(this + 0x3ac);
    local_e0 = *(undefined4 *)(this + 0x3b0);
    if (*(int *)param_1 == 2) {
      dVar3 = strtod(*(char **)(param_1 + 0x40c),(char **)0x0);
      fVar2 = (float)dVar3;
    }
    MatrixBuildRotateZ(local_9c,fVar2);
    MatrixFromAngles((QAngle *)&local_e8,local_dc);
    MatrixMultiply(local_dc,local_9c,local_5c);
    MatrixToAngles(local_5c,(QAngle *)&local_e8);
    CBaseEntity::SetLocalAngles(this,(QAngle *)&local_e8);
  }
  return;
}

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)