L L4D2node

CFuncPlatRot::SetupRotation

0x00b0b8a0 · 265 bytes · __thiscall

_ZN12CFuncPlatRot13SetupRotationEv

Decompiled

undefined (1 param)

/* CFuncPlatRot::SetupRotation() */

void __thiscall CFuncPlatRot::SetupRotation(CFuncPlatRot *this)

{
  float fVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  
  uVar4 = DAT_01053d44;
  uVar3 = DAT_01053d40;
  uVar2 = vec3_angle;
  if (*(float *)(this + 0x4a4) == 0.0) {
    *(undefined4 *)(this + 0x4e0) = vec3_angle;
    *(undefined4 *)(this + 0x4e4) = uVar3;
    *(undefined4 *)(this + 0x4e8) = uVar4;
    *(undefined4 *)(this + 0x4d4) = uVar2;
    *(undefined4 *)(this + 0x4d8) = uVar3;
    *(undefined4 *)(this + 0x4dc) = uVar4;
  }
  else {
    CBaseToggle::AxisDir((CBaseToggle *)this);
    fVar1 = *(float *)(this + 0x4a4);
    *(float *)(this + 0x4e4) = *(float *)(this + 0x3ac);
    *(float *)(this + 0x4e0) = *(float *)(this + 0x3a8);
    *(float *)(this + 0x4e8) = *(float *)(this + 0x3b0);
    *(float *)(this + 0x4d8) = *(float *)(this + 0x470) * fVar1 + *(float *)(this + 0x3ac);
    *(float *)(this + 0x4dc) = *(float *)(this + 0x474) * fVar1 + *(float *)(this + 0x3b0);
    *(float *)(this + 0x4d4) = fVar1 * *(float *)(this + 0x46c) + *(float *)(this + 0x3a8);
  }
  if (*(int *)(this + 0x154) != 0) {
    CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)(this + 0x4d4));
  }
  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)