L L4D2node

CPropDoorRotating::CalcOpenAngles

0x007f5a30 · 193 bytes · __thiscall

_ZN17CPropDoorRotating14CalcOpenAnglesEv

Decompiled

undefined (1 param)

/* CPropDoorRotating::CalcOpenAngles() */

void __thiscall CPropDoorRotating::CalcOpenAngles(CPropDoorRotating *this)

{
  float fVar1;
  
  fVar1 = 90.0;
  if (*(float *)(this + 0x1750) != 0.0) {
    fVar1 = ABS(*(float *)(this + 0x1750));
  }
  *(float *)(this + 0x1750) = fVar1;
  *(float *)(this + 0x1774) = *(float *)(this + 0x1768) - *(float *)(this + 0x1748) * fVar1;
  *(float *)(this + 0x1780) = *(float *)(this + 0x1768) + *(float *)(this + 0x1748) * fVar1;
  *(float *)(this + 0x1784) = *(float *)(this + 0x176c) + *(float *)(this + 0x174c) * fVar1;
  *(float *)(this + 0x1778) = *(float *)(this + 0x176c) - *(float *)(this + 0x174c) * fVar1;
  *(float *)(this + 0x177c) = *(float *)(this + 6000) - fVar1 * *(float *)(this + 0x1744);
  *(float *)(this + 0x1788) = fVar1 * *(float *)(this + 0x1744) + *(float *)(this + 6000);
  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)