L L4D2node

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 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)