L L4D2node

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 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)