L L4D2node

CGameMovement::SetDuckedEyeOffset

0x0045c2c0 · 237 bytes · __thiscall

_ZN13CGameMovement18SetDuckedEyeOffsetEf

Decompiled

undefined (2 params)

/* CGameMovement::SetDuckedEyeOffset(float) */

void __thiscall CGameMovement::SetDuckedEyeOffset(CGameMovement *this,float param_1)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  char cVar5;
  int iVar6;
  undefined4 *puVar7;
  undefined4 local_18;
  undefined4 local_14;
  float local_10;
  
  cVar5 = (**(code **)(**(int **)(this + 4) + 300))(*(int **)(this + 4));
  if (cVar5 == '\0') {
    return;
  }
  iVar6 = (**(code **)(*(int *)this + 0x1c))(this,1);
  fVar1 = *(float *)(iVar6 + 8);
  iVar6 = (**(code **)(*(int *)this + 0x1c))(this,0);
  fVar2 = *(float *)(iVar6 + 8);
  iVar6 = (**(code **)(*(int *)this + 0x24))(this,1);
  fVar3 = *(float *)(iVar6 + 8);
  iVar6 = (**(code **)(*(int *)this + 0x24))(this,0);
  fVar4 = *(float *)(iVar6 + 8);
  puVar7 = (undefined4 *)(**(code **)(**(int **)(this + 4) + 0x250))(*(int **)(this + 4));
  local_18 = *puVar7;
  local_14 = puVar7[1];
  local_10 = (fVar3 - (fVar1 - fVar2)) * param_1 + (1.0 - param_1) * fVar4;
  (**(code **)(**(int **)(this + 4) + 0x254))(*(int **)(this + 4),&local_18);
  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)