L L4D2node

CBasePlayer::EyeVectors

0x004164d0 · 123 bytes · __thiscall

_ZN11CBasePlayer10EyeVectorsEP6VectorS1_S1_

Decompiled

undefined (4 params)

/* CBasePlayer::EyeVectors(Vector*, Vector*, Vector*) */

void __thiscall
CBasePlayer::EyeVectors(CBasePlayer *this,Vector *param_1,Vector *param_2,Vector *param_3)

{
  int iVar1;
  CBasePlayer *this_00;
  
  this_00 = this;
  iVar1 = (**(code **)(*(int *)this + 0x500))();
  if (iVar1 == 0) {
    this = (CBasePlayer *)(**(code **)(*(int *)this + 0x238))(this);
  }
  else {
    if (*(int *)(this + 0x2104) != *(int *)(gpGlobals + 4)) {
      CacheVehicleView(this_00);
    }
    this = this + 0x20f4;
  }
  AngleVectors((QAngle *)this,param_1,param_2,param_3);
  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)