SendProxy_InfectedAngle
0x00a0cda0 · 108 bytes · __cdecl
_Z23SendProxy_InfectedAnglePK8SendPropPKvS3_P8DVariantii
Decompiled
undefined (6 params)
/* SendProxy_InfectedAngle(SendProp const*, void const*, void const*, DVariant*, int, int) */
void SendProxy_InfectedAngle
(SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
int param_6)
{
float fVar1;
char cVar2;
QAngle *local_10 [2];
cVar2 = CBaseEntity::UseStepSimulationNetworkAngles(param_2,local_10);
if (cVar2 == '\0') {
fVar1 = *(float *)param_3;
}
else {
fVar1 = *(float *)(local_10[0] + ((int)param_3 - ((int)param_2 + 0x3a8) >> 2) * 4);
}
*(float *)param_4 = (float)((int)(fVar1 * 182.04445) & 0xffff) * 0.005493164;
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.