L L4D2node

CShadowControl::InputSetAngles

0x00821930 · 217 bytes · __thiscall

_ZN14CShadowControl14InputSetAnglesER11inputdata_t

Decompiled

undefined (2 params)

/* CShadowControl::InputSetAngles(inputdata_t&) */

void __thiscall CShadowControl::InputSetAngles(CShadowControl *this,inputdata_t *param_1)

{
  CBaseEdict *this_00;
  char *pcVar1;
  int iVar2;
  QAngle local_24 [12];
  float local_18;
  float local_14;
  float local_10;
  
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar1 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar1 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar1 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  UTIL_StringToVector((float *)local_24,pcVar1);
  AngleVectors(local_24,(Vector *)&local_18);
  if (((local_18 == *(float *)(this + 0x440)) && (local_14 == *(float *)(this + 0x444))) &&
     (local_10 == *(float *)(this + 0x448))) {
    return;
  }
  if (this[0x6c] == (CShadowControl)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
  }
  else {
    this[0x70] = (CShadowControl)((byte)this[0x70] | 1);
  }
  *(float *)(this + 0x440) = local_18;
  *(float *)(this + 0x444) = local_14;
  *(float *)(this + 0x448) = local_10;
  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)