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 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.