L L4D2node

CBaseAnimating::GetEyeballs

0x005e5190 · 344 bytes · __thiscall

_ZN14CBaseAnimating11GetEyeballsER6VectorR6QAngle

Decompiled

undefined (3 params)

/* CBaseAnimating::GetEyeballs(Vector&, QAngle&) */

void __thiscall CBaseAnimating::GetEyeballs(CBaseAnimating *this,Vector *param_1,QAngle *param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int *local_68;
  int local_64;
  int local_5c;
  matrix3x4_t local_4c [60];
  
  local_68 = *(int **)(this + 0x13e0);
  if (local_68 == (int *)0x0) {
    iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar1 == 0) {
      local_68 = *(int **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      local_68 = *(int **)(this + 0x13e0);
    }
    if (local_68 == (int *)0x0) {
      return;
    }
  }
  iVar1 = *local_68;
  if ((iVar1 != 0) && (0 < *(int *)(iVar1 + 0xe8))) {
    local_64 = 0;
    do {
      local_5c = 0;
      iVar1 = iVar1 + local_64 * 0x10 + *(int *)(iVar1 + 0xec);
      if (0 < *(int *)(iVar1 + 4)) {
        do {
          iVar3 = 0;
          iVar4 = local_5c * 0x94 + *(int *)(iVar1 + 0xc) + iVar1;
          if (0 < *(int *)(iVar4 + 100)) {
            do {
              iVar2 = iVar3 * 0xac;
              iVar3 = iVar3 + 1;
              iVar2 = iVar2 + *(int *)(iVar4 + 0x68) + iVar4;
              (**(code **)(*(int *)this + 0x358))(this,*(undefined4 *)(iVar2 + 4),local_4c);
              VectorTransform((float *)(iVar2 + 8),local_4c,(float *)param_1);
              MatrixAngles(local_4c,(float *)param_2);
            } while (iVar3 < *(int *)(iVar4 + 100));
          }
          local_5c = local_5c + 1;
        } while (local_5c < *(int *)(iVar1 + 4));
      }
      local_64 = local_64 + 1;
      iVar1 = *local_68;
    } while (local_64 < *(int *)(iVar1 + 0xe8));
  }
  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)