L L4D2node

CTerrorGameMovement::UpdateViewOffset

0x004fb060 · 82 bytes · __thiscall

_ZN19CTerrorGameMovement16UpdateViewOffsetEv

Decompiled

undefined (1 param)

/* CTerrorGameMovement::UpdateViewOffset() */

void __thiscall CTerrorGameMovement::UpdateViewOffset(CTerrorGameMovement *this)

{
  int iVar1;
  int iVar2;
  Vector local_18 [12];
  
  iVar2 = *(int *)(this + 8) + 0x4c;
  iVar1 = *(int *)(this + 8) + 0x9c;
  CTerrorPlayer::UpdateViewOffset(local_18,*(QAngle **)(this + 0x810));
  (**(code **)(**(int **)(this + 0x810) + 0x254))(*(int **)(this + 0x810),local_18,iVar1,iVar2);
  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)