CBasePlayer::CalcViewRoll
0x00419310 · 215 bytes · __thiscall
_ZN11CBasePlayer12CalcViewRollER6QAngle
Decompiled
undefined (2 params)
/* CBasePlayer::CalcViewRoll(QAngle&) */
void __thiscall CBasePlayer::CalcViewRoll(CBasePlayer *this,QAngle *param_1)
{
undefined4 uVar1;
undefined4 uVar2;
code *pcVar3;
uint uVar4;
longdouble lVar5;
if (this[0x186] != (CBasePlayer)0x8) {
pcVar3 = *(code **)(*(int *)this + 0x5bc);
uVar1 = *(undefined4 *)(sv_rollspeed._28_4_ + 0x2c);
uVar2 = *(undefined4 *)(sv_rollangle._28_4_ + 0x2c);
uVar4 = *(uint *)(this + 0x14c);
if ((uVar4 & 0x1000) != 0) {
CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
uVar4 = *(uint *)(this + 0x14c);
}
if ((uVar4 & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
lVar5 = (longdouble)(*pcVar3)(this,this + 0x37c,this + 0x274,uVar2,uVar1);
*(float *)(param_1 + 8) = (float)lVar5 + *(float *)(param_1 + 8);
}
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.