CBasePlayer::CalcView
0x00419690 · 148 bytes · __thiscall
_ZN11CBasePlayer8CalcViewER6VectorR6QAngleRfS4_S4_
Decompiled
undefined (6 params)
/* CBasePlayer::CalcView(Vector&, QAngle&, float&, float&, float&) */
void __thiscall
CBasePlayer::CalcView
(CBasePlayer *this,Vector *param_1,QAngle *param_2,float *param_3,float *param_4,
float *param_5)
{
Vector *pVVar1;
pVVar1 = (Vector *)(**(code **)(*(int *)this + 0x500))(this);
if (pVVar1 != (Vector *)0x0) {
CalcVehicleView((IServerVehicle *)this,pVVar1,(QAngle *)param_1,(float *)param_2,param_3,param_4
);
return;
}
if (((byte)this[0x1d20] & 8) != 0) {
CalcObserverView((Vector *)this,(QAngle *)param_1,(float *)param_2);
return;
}
CalcPlayerView(this,param_1,param_2,param_5);
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.