L L4D2node

CParticleSystemQuery::GetLocalPlayerEyeVectors

0x00471ba0 · 136 bytes · __thiscall

_ZN20CParticleSystemQuery24GetLocalPlayerEyeVectorsEP6VectorS1_S1_

Decompiled

undefined (4 params)

/* CParticleSystemQuery::GetLocalPlayerEyeVectors(Vector*, Vector*, Vector*) */

void __thiscall
CParticleSystemQuery::GetLocalPlayerEyeVectors
          (CParticleSystemQuery *this,Vector *param_1,Vector *param_2,Vector *param_3)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  CBasePlayer *this_00;
  
  if (*(int *)(gpGlobals + 0x14) < 2) {
    this_00 = (CBasePlayer *)UTIL_GetLocalPlayer();
    if (this_00 != (CBasePlayer *)0x0) {
      CBasePlayer::EyeVectors(this_00,param_1,param_2,param_3);
      return;
    }
  }
  uVar3 = DAT_01053d50;
  uVar2 = DAT_01053d4c;
  uVar1 = vec3_origin;
  *(undefined4 *)param_1 = vec3_origin;
  *(undefined4 *)(param_1 + 4) = uVar2;
  *(undefined4 *)(param_1 + 8) = uVar3;
  *(undefined4 *)param_2 = uVar1;
  *(undefined4 *)(param_2 + 4) = uVar2;
  *(undefined4 *)(param_2 + 8) = uVar3;
  *(undefined4 *)param_3 = uVar1;
  *(undefined4 *)(param_3 + 4) = uVar2;
  *(undefined4 *)(param_3 + 8) = uVar3;
  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)