L L4D2node

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 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)