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 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.