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 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.