L L4D2node

Script_GetPhysAngularVelocity

0x00b43de0 · 248 bytes · __cdecl

_ZL29Script_GetPhysAngularVelocityP9HSCRIPT__

Decompiled

undefined (1 param)

/* Script_GetPhysAngularVelocity(HSCRIPT__*) */

undefined1 * Script_GetPhysAngularVelocity(HSCRIPT__ *param_1)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  int iVar3;
  int iVar4;
  
  if (param_1 == (HSCRIPT__ *)0x0) {
    iVar3 = 0;
  }
  else {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
  }
  if (Script_GetPhysAngularVelocity(HSCRIPT__*)::vAng == '\0') {
    iVar4 = __cxa_guard_acquire(&Script_GetPhysAngularVelocity(HSCRIPT__*)::vAng);
    if (iVar4 != 0) {
      Script_GetPhysAngularVelocity(HSCRIPT__*)::vAng._0_4_ = 0;
      Script_GetPhysAngularVelocity(HSCRIPT__*)::vAng._4_4_ = 0;
      Script_GetPhysAngularVelocity(HSCRIPT__*)::vAng._8_4_ = 0;
      __cxa_guard_release(&Script_GetPhysAngularVelocity(HSCRIPT__*)::vAng);
    }
  }
  if (*(char *)(iVar3 + 0x186) == '\x06') {
    (**(code **)(**(int **)(iVar3 + 0x238) + 0xd4))
              (*(int **)(iVar3 + 0x238),0,Script_GetPhysAngularVelocity(HSCRIPT__*)::vAng);
  }
  else {
    Script_GetPhysAngularVelocity(HSCRIPT__*)::vAng._4_4_ = *(undefined4 *)(iVar3 + 0x284);
    Script_GetPhysAngularVelocity(HSCRIPT__*)::vAng._8_4_ = *(undefined4 *)(iVar3 + 0x288);
    Script_GetPhysAngularVelocity(HSCRIPT__*)::vAng._0_4_ = *(undefined4 *)(iVar3 + 0x280);
  }
  return Script_GetPhysAngularVelocity(HSCRIPT__*)::vAng;
}

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)