CPropVehicleDriveable::VehicleAngleVectors
0x00b33070 · 94 bytes · __thiscall
_ZN21CPropVehicleDriveable19VehicleAngleVectorsERK6QAngleP6VectorS4_S4_
Decompiled
undefined (5 params)
/* CPropVehicleDriveable::VehicleAngleVectors(QAngle const&, Vector*, Vector*, Vector*) */
void __thiscall
CPropVehicleDriveable::VehicleAngleVectors
(CPropVehicleDriveable *this,QAngle *param_1,Vector *param_2,Vector *param_3,
Vector *param_4)
{
AngleVectors(param_1,param_3,param_2,param_4);
if (param_2 != (Vector *)0x0) {
*(uint *)param_2 = *(uint *)param_2 ^ 0x80000000;
*(uint *)(param_2 + 4) = *(uint *)(param_2 + 4) ^ 0x80000000;
*(uint *)(param_2 + 8) = *(uint *)(param_2 + 8) ^ 0x80000000;
}
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.