L L4D2node

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 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)