L L4D2node

CServerTools::MoveEngineViewTo

0x00680d60 · 197 bytes · __thiscall

_ZN12CServerTools16MoveEngineViewToERK6VectorRK6QAngle

Decompiled

undefined (3 params)

/* CServerTools::MoveEngineViewTo(Vector const&, QAngle const&) */

void __thiscall CServerTools::MoveEngineViewTo(CServerTools *this,Vector *param_1,QAngle *param_2)

{
  CBasePlayer *this_00;
  float local_28;
  float local_24;
  float local_20;
  
  this_00 = (CBasePlayer *)UTIL_GetListenServerHost();
  if (this_00 != (CBasePlayer *)0x0) {
    EnableNoClip(this_00);
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this_00);
    }
    (**(code **)(*(int *)this_00 + 0x234))((Vector *)&local_28,this_00);
    local_28 = *(float *)param_1 - (local_28 - *(float *)(this_00 + 0x2e0));
    local_24 = *(float *)(param_1 + 4) - (local_24 - *(float *)(this_00 + 0x2e4));
    local_20 = *(float *)(param_1 + 8) - (local_20 - *(float *)(this_00 + 0x2e8));
    CBaseEntity::SetAbsOrigin((CBaseEntity *)this_00,(Vector *)&local_28);
    CBasePlayer::SnapEyeAngles(this_00,param_2);
  }
  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)