HackRotateAroundLandmark
0x00863250 · 111 bytes · __cdecl
_Z24HackRotateAroundLandmarkR6VectorR6QAngle
Decompiled
undefined (2 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* HackRotateAroundLandmark(Vector&, QAngle&) */
void HackRotateAroundLandmark(Vector *param_1,QAngle *param_2)
{
float fVar1;
int iVar2;
float fVar3;
iVar2 = _V_stricmp(s_landmarkName,"coldstream3_coldstream4");
fVar1 = s_transitionedLandmarkPosition;
if (iVar2 == 0) {
fVar3 = *(float *)param_1 - s_transitionedLandmarkPosition;
*(float *)(param_1 + 4) = _DAT_00ffc81c - (*(float *)(param_1 + 4) - _DAT_00ffc81c);
*(float *)param_1 = fVar1 - fVar3;
*(float *)(param_2 + 4) = *(float *)(param_2 + 4) + 180.0;
}
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.