L L4D2node

CBasePlayer::ViewPunch

0x00418740 · 219 bytes · __thiscall

_ZN11CBasePlayer9ViewPunchERK6QAngle

Decompiled

undefined (2 params)

/* CBasePlayer::ViewPunch(QAngle const&) */

void __thiscall CBasePlayer::ViewPunch(CBasePlayer *this,QAngle *param_1)

{
  char cVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  
  if ((*(int *)(sv_suppress_viewpunch._28_4_ + 0x30) == 0) &&
     (cVar1 = (**(code **)(*(int *)this + 0x4fc))(this), cVar1 == '\0')) {
    fVar2 = *(float *)param_1 * 20.0 + *(float *)(this + 0x1abc);
    fVar4 = *(float *)(param_1 + 4) * 20.0 + *(float *)(this + 0x1ac0);
    fVar3 = *(float *)(param_1 + 8) * 20.0 + *(float *)(this + 0x1ac4);
    if ((*(float *)(this + 0x1abc) != fVar2) ||
       ((*(float *)(this + 0x1ac0) != fVar4 || (*(float *)(this + 0x1ac4) != fVar3)))) {
      (**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1abc);
      *(float *)(this + 0x1abc) = fVar2;
      *(float *)(this + 0x1ac0) = fVar4;
      *(float *)(this + 0x1ac4) = fVar3;
    }
  }
  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)