L L4D2node

CHLTVClientState::ProcessSetView

0x0016cdf0 · 71 bytes · __thiscall

_ZN16CHLTVClientState14ProcessSetViewEP11SVC_SetView

Decompiled

undefined (2 params)

/* CHLTVClientState::ProcessSetView(SVC_SetView*) */

void __thiscall CHLTVClientState::ProcessSetView(CHLTVClientState *this,SVC_SetView *param_1)

{
  char cVar1;
  
  cVar1 = CBaseClientState::ProcessSetView((CBaseClientState *)this,param_1);
  if (cVar1 != '\0') {
    CHLTVServer::SendNetMsg(*(INetMessage **)(this + 0x49ec),SUB41(param_1,0),false);
  }
  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)