L L4D2node

CEnvViewPunch::DoViewPunch

0x00674790 · 118 bytes · __thiscall

_ZN13CEnvViewPunch11DoViewPunchEv

Decompiled

undefined (1 param)

/* CEnvViewPunch::DoViewPunch() */

void __thiscall CEnvViewPunch::DoViewPunch(CEnvViewPunch *this)

{
  undefined4 uVar1;
  uint uVar2;
  
  uVar2 = *(uint *)(this + 0x148);
  uVar1 = *(undefined4 *)(this + 0x440);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  UTIL_ViewPunch(this + 0x2e0,*(undefined4 *)(this + 0x444),*(undefined4 *)(this + 0x448),
                 *(undefined4 *)(this + 0x44c),uVar1,uVar2 >> 1 & 1);
  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)