L L4D2node

CGameClient::WriteViewAngleUpdate

0x001e9970 · 488 bytes · __thiscall

_ZN11CGameClient20WriteViewAngleUpdateEv

Decompiled

undefined (1 param)

/* CGameClient::WriteViewAngleUpdate() */

void __thiscall CGameClient::WriteViewAngleUpdate(CGameClient *this)

{
  char cVar1;
  int iVar2;
  undefined **local_68;
  undefined1 local_64;
  undefined4 local_60;
  undefined4 local_5c;
  undefined4 local_58;
  undefined8 local_54;
  undefined4 local_4c;
  undefined4 local_48;
  undefined8 local_44;
  undefined4 local_3c;
  undefined4 local_38;
  undefined1 local_34;
  undefined8 local_30;
  undefined4 local_28;
  undefined4 local_24;
  undefined1 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  cVar1 = (**(code **)(*(int *)this + 0x78))(this);
  if (cVar1 != '\0') {
    cVar1 = (**(code **)(*(int *)this + 0x94))(this);
    if (cVar1 == '\0') {
      return;
    }
  }
  iVar2 = (**(code **)(*serverGameClients + 0x2c))
                    (serverGameClients,*(undefined4 *)(this + 0x1d750));
  if ((iVar2 != 0) && (*(int *)(iVar2 + 0x18) != 0)) {
    if (*(int *)(iVar2 + 0x18) == 2) {
      local_18 = *(undefined4 *)(iVar2 + 0x1c);
      local_14 = *(undefined4 *)(iVar2 + 0x20);
      local_10 = *(undefined4 *)(iVar2 + 0x24);
      local_5c = 0;
      local_58 = 0;
      local_54 = 0;
      local_4c = 0;
      local_48 = 0;
      local_44 = 0;
      local_3c = 0;
      local_38 = 0;
      local_34 = 0;
      local_30 = 0;
      local_28 = 0;
      local_24 = 0;
      local_60 = 0;
      local_68 = &PTR__SVC_FixAngle_002a19a8;
      local_64 = 0;
      local_1c = 1;
      (**(code **)(**(int **)(this + 0xe8) + 0xa8))(*(int **)(this + 0xe8),&local_68,0,0);
      *(undefined4 *)(iVar2 + 0x1c) = 0;
      *(undefined4 *)(iVar2 + 0x20) = 0;
      *(undefined4 *)(iVar2 + 0x24) = 0;
    }
    else {
      local_18 = *(undefined4 *)(iVar2 + 8);
      local_14 = *(undefined4 *)(iVar2 + 0xc);
      local_10 = *(undefined4 *)(iVar2 + 0x10);
      local_5c = 0;
      local_58 = 0;
      local_54 = 0;
      local_4c = 0;
      local_48 = 0;
      local_44 = 0;
      local_3c = 0;
      local_38 = 0;
      local_34 = 0;
      local_30 = 0;
      local_28 = 0;
      local_24 = 0;
      local_60 = 0;
      local_68 = &PTR__SVC_FixAngle_002a19a8;
      local_64 = 0;
      local_1c = 0;
      (**(code **)(**(int **)(this + 0xe8) + 0xa8))(*(int **)(this + 0xe8),&local_68,0,0);
    }
    *(undefined4 *)(iVar2 + 0x18) = 0;
  }
  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)