L L4D2node

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 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)