L L4D2node

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 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)