L L4D2node

IBody::AimHeadTowards

0x003e2b70 · 64 bytes · __cdecl

_ZN5IBody14AimHeadTowardsERK6VectorNS_18LookAtPriorityTypeEfP13INextBotReplyPKcbf

Decompiled

undefined (7 params)

/* IBody::AimHeadTowards(Vector const&, IBody::LookAtPriorityType, float, INextBotReply*, char
   const*, bool, float) */

void IBody::AimHeadTowards(int *param_1)

{
  code *UNRECOVERED_JUMPTABLE;
  int *in_stack_00000014;
  
  if (in_stack_00000014 != (int *)0x0) {
    UNRECOVERED_JUMPTABLE = *(code **)(*in_stack_00000014 + 4);
    (**(code **)(*param_1 + 0xb0))(param_1);
                    /* WARNING: Could not recover jumptable at 0x003e2ba7. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (*UNRECOVERED_JUMPTABLE)();
    return;
  }
  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)