L L4D2node

CBaseEntity::SetViewOffset

0x0040c7c0 · 128 bytes · __thiscall

_ZN11CBaseEntity13SetViewOffsetERK6Vector

Decompiled

undefined (2 params)

/* CBaseEntity::SetViewOffset(Vector const&) */

void __thiscall CBaseEntity::SetViewOffset(CBaseEntity *this,Vector *param_1)

{
  if (((*(float *)param_1 == *(float *)(this + 0x3b8)) &&
      (*(float *)(param_1 + 4) == *(float *)(this + 0x3bc))) &&
     (*(float *)(param_1 + 8) == *(float *)(this + 0x3c0))) {
    return;
  }
  (**(code **)(*(int *)this + 0x31c))(this,this + 0x3b8);
  *(undefined4 *)(this + 0x3b8) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x3bc) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x3c0) = *(undefined4 *)(param_1 + 8);
  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)