L L4D2node

z_spawn_const_ang

0x00a582e0 · 255 bytes · __cdecl

_ZL17z_spawn_const_angRK8CCommand

Decompiled

undefined (1 param)

/* z_spawn_const_ang(CCommand const&) */

void z_spawn_const_ang(CCommand *param_1)

{
  char cVar1;
  CBasePlayer *pCVar2;
  char *pcVar3;
  double dVar4;
  
  pCVar2 = (CBasePlayer *)UTIL_GetCommandClient();
  if (pCVar2 != (CBasePlayer *)0x0) {
    cVar1 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2);
    if (cVar1 != '\0') {
      if (*(int *)param_1 < 2) {
        ClientPrint(pCVar2,2,"Constant z_spawn angle disabled.\n",(char *)0x0,(char *)0x0,
                    (char *)0x0,(char *)0x0);
        g_bSpawnAtConstAng = 0;
      }
      else {
        g_bSpawnAtConstAng = 1;
        dVar4 = strtod(*(char **)(param_1 + 0x40c),(char **)0x0);
        g_flConstSpawnAng = (float)dVar4;
        pcVar3 = (char *)UTIL_VarArgs("Constant z_spawn angle set to %f.\n",
                                      (double)g_flConstSpawnAng);
        ClientPrint(pCVar2,2,pcVar3,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
      }
    }
  }
  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)