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 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.