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 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.