CBasePlayer::CalcObserverView
0x004191d0 · 115 bytes · __cdecl
_ZN11CBasePlayer16CalcObserverViewER6VectorR6QAngleRf
Decompiled
undefined (3 params)
/* CBasePlayer::CalcObserverView(Vector&, QAngle&, float&) */
void CBasePlayer::CalcObserverView(Vector *param_1,QAngle *param_2,float *param_3)
{
float *pfVar1;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
(**(code **)(*(int *)param_1 + 0x234))(&local_28,param_1);
*(undefined4 *)param_2 = local_28;
*(undefined4 *)(param_2 + 4) = local_24;
*(undefined4 *)(param_2 + 8) = local_20;
pfVar1 = (float *)(**(code **)(*(int *)param_1 + 0x238))(param_1);
*param_3 = *pfVar1;
param_3[1] = pfVar1[1];
param_3[2] = pfVar1[2];
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.