CFourWheelVehiclePhysics::GetVehicleViewPosition
0x006ae730 · 436 bytes · __thiscall
_ZN24CFourWheelVehiclePhysics22GetVehicleViewPositionEPKcfP6VectorP6QAngle
Decompiled
undefined (5 params)
/* CFourWheelVehiclePhysics::GetVehicleViewPosition(char const*, float, Vector*, QAngle*) */
void __thiscall
CFourWheelVehiclePhysics::GetVehicleViewPosition
(CFourWheelVehiclePhysics *this,char *param_1,float param_2,Vector *param_3,
QAngle *param_4)
{
uint uVar1;
undefined *puVar2;
CBaseAnimating *this_00;
longdouble lVar3;
Vector local_124 [12];
float local_118 [2];
float local_110;
matrix3x4_t local_10c [48];
matrix3x4_t local_dc [48];
matrix3x4_t local_ac [48];
matrix3x4_t local_7c [48];
matrix3x4_t local_4c [60];
uVar1 = *(uint *)(this + 4);
if (((uVar1 == 0xffffffff) ||
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) {
this_00 = (CBaseAnimating *)0x0;
}
else {
this_00 = *(CBaseAnimating **)(puVar2 + 4);
}
CBaseAnimating::GetAttachment(this_00,param_1,local_124,(QAngle *)local_118);
AngleMatrix((QAngle *)local_118,local_10c);
AngleMatrix(param_4,local_dc);
MatrixInvert(local_10c,local_ac);
ConcatTransforms(local_ac,local_dc,local_7c);
lVar3 = (longdouble)RemapAngleRange(param_2 * 10.0,45.0,local_118[0]);
local_118[0] = (float)lVar3;
lVar3 = (longdouble)RemapAngleRange(param_2 * 5.0,45.0,local_110);
local_110 = (float)lVar3;
AngleMatrix((QAngle *)local_118,local_124,local_10c);
ConcatTransforms(local_10c,local_7c,local_4c);
MatrixAngles(local_4c,(float *)param_4);
MatrixGetColumn(local_4c,3,param_3);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.