L L4D2node

CVEngineServer::SetView

0x0022bb80 · 209 bytes · __thiscall

_ZN14CVEngineServer7SetViewEPK7edict_tS2_

Decompiled

undefined (3 params)

/* CVEngineServer::SetView(edict_t const*, edict_t const*) */

void __thiscall CVEngineServer::SetView(CVEngineServer *this,edict_t *param_1,edict_t *param_2)

{
  int *piVar1;
  int iVar2;
  undefined **local_5c;
  undefined1 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined8 local_48;
  undefined4 local_40;
  undefined4 local_3c;
  undefined8 local_38;
  undefined4 local_30;
  undefined4 local_2c;
  undefined1 local_28;
  undefined8 local_24;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_10;
  
  iVar2 = NUM_FOR_EDICT(param_1);
  if ((iVar2 < 1) || (DAT_003b8080 < iVar2)) {
    Host_Error("DLL_SetView: not a client");
  }
  piVar1 = *(int **)(DAT_003b8074 + -4 + iVar2 * 4);
  piVar1[0x75da] = (int)param_2;
  local_10 = NUM_FOR_EDICT(param_2);
  local_28 = 0;
  local_50 = 0;
  local_4c = 0;
  local_48 = 0;
  local_40 = 0;
  local_3c = 0;
  local_38 = 0;
  local_30 = 0;
  local_2c = 0;
  local_24 = 0;
  local_1c = 0;
  local_18 = 0;
  local_58 = 1;
  local_54 = 0;
  local_5c = &PTR__SVC_SetView_002a1948;
  (**(code **)(*piVar1 + 100))(piVar1,&local_5c,0,0);
  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)