L L4D2node

CBasePlayer::CalcPlayerView

0x004193f0 · 353 bytes · __thiscall

_ZN11CBasePlayer14CalcPlayerViewER6VectorR6QAngleRf

Decompiled

undefined (4 params)

/* CBasePlayer::CalcPlayerView(Vector&, QAngle&, float&) */

void __thiscall
CBasePlayer::CalcPlayerView(CBasePlayer *this,Vector *param_1,QAngle *param_2,float *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  char cVar5;
  undefined4 *puVar6;
  int iVar7;
  float *pfVar8;
  float local_28;
  float local_24;
  float local_20;
  
  cVar5 = IsHeadTrackingEnabled();
  if (cVar5 == '\0') {
    (**(code **)(*(int *)this + 0x234))();
    *(float *)param_1 = local_28;
    *(float *)(param_1 + 4) = local_24;
    *(float *)(param_1 + 8) = local_20;
    puVar6 = (undefined4 *)(**(code **)(*(int *)this + 0x238))(this);
    *(undefined4 *)param_2 = *puVar6;
    *(undefined4 *)(param_2 + 4) = puVar6[1];
    *(undefined4 *)(param_2 + 8) = puVar6[2];
  }
  else {
    (**(code **)(*(int *)this + 0x234))(&local_28,this);
    fVar1 = *(float *)(this + 0x138);
    fVar2 = *(float *)(this + 0x130);
    *(float *)(param_1 + 4) = *(float *)(this + 0x134) + local_24;
    *(float *)(param_1 + 8) = fVar1 + local_20;
    *(float *)param_1 = fVar2 + local_28;
    pfVar8 = (float *)(**(code **)(*(int *)this + 0x238))(this);
    fVar1 = *(float *)(this + 0x144);
    fVar2 = *(float *)(this + 0x13c);
    fVar3 = pfVar8[2];
    fVar4 = *pfVar8;
    *(float *)(param_2 + 4) = *(float *)(this + 0x140) + pfVar8[1];
    *(float *)(param_2 + 8) = fVar1 + fVar3;
    *(float *)param_2 = fVar2 + fVar4;
  }
  SmoothViewOnStairs(this,param_1);
  CalcViewRoll(this,param_2);
  *(float *)param_2 = *(float *)param_2 + *(float *)(this + 0x1ab0);
  *(float *)(param_2 + 4) = *(float *)(param_2 + 4) + *(float *)(this + 0x1ab4);
  *(float *)(param_2 + 8) = *(float *)(param_2 + 8) + *(float *)(this + 0x1ab8);
  iVar7 = GetFOV(this);
  *param_3 = (float)iVar7;
  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)