CBasePlayer::EyePositionAndVectors
0x00416550 · 238 bytes · __thiscall
_ZN11CBasePlayer21EyePositionAndVectorsEP6VectorS1_S1_S1_
Decompiled
undefined (5 params)
/* CBasePlayer::EyePositionAndVectors(Vector*, Vector*, Vector*, Vector*) */
void __thiscall
CBasePlayer::EyePositionAndVectors
(CBasePlayer *this,Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4)
{
int iVar1;
QAngle *pQVar2;
CBasePlayer *pCVar3;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
pCVar3 = this;
iVar1 = (**(code **)(*(int *)this + 0x500))();
if (iVar1 != 0) {
if (*(int *)(this + 0x2104) != *(int *)(gpGlobals + 4)) {
CacheVehicleView(pCVar3);
}
AngleVectors((QAngle *)(this + 0x20f4),param_2,param_3,param_4);
if (param_1 != (Vector *)0x0) {
*(undefined4 *)param_1 = *(undefined4 *)(this + 0x20e8);
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(this + 0x20ec);
*(undefined4 *)(param_1 + 8) = *(undefined4 *)(this + 0x20f0);
}
return;
}
pCVar3 = this;
CBaseEntity::EyePosition();
*(undefined4 *)param_1 = local_28;
*(undefined4 *)(param_1 + 4) = local_24;
*(undefined4 *)(param_1 + 8) = local_20;
pQVar2 = (QAngle *)(**(code **)(*(int *)this + 0x238))(this,pCVar3);
AngleVectors(pQVar2,param_2,param_3,param_4);
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.