L L4D2node

CBasePlayer::CalcViewModelView

0x00418c60 · 75 bytes · __thiscall

_ZN11CBasePlayer17CalcViewModelViewERK6VectorRK6QAngle

Decompiled

undefined (3 params)

/* CBasePlayer::CalcViewModelView(Vector const&, QAngle const&) */

void __thiscall CBasePlayer::CalcViewModelView(CBasePlayer *this,Vector *param_1,QAngle *param_2)

{
  int *piVar1;
  int iVar2;
  
  iVar2 = 0;
  do {
    piVar1 = (int *)GetViewModel(this,iVar2);
    if (piVar1 != (int *)0x0) {
      (**(code **)(*piVar1 + 0x3b0))(piVar1,this,param_1,param_2);
    }
    iVar2 = iVar2 + 1;
  } while (iVar2 != 2);
  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)