L L4D2node

CFuncPlatRot::HitTop

0x00b0f400 · 58 bytes · __thiscall

_ZN12CFuncPlatRot6HitTopEv

Decompiled

undefined (1 param)

/* CFuncPlatRot::HitTop() */

void __thiscall CFuncPlatRot::HitTop(CFuncPlatRot *this)

{
  CFuncPlat::HitTop((CFuncPlat *)this);
  CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&vec3_angle);
  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)