L L4D2node

CC_ForceLookAt

0x00758890 · 116 bytes · __cdecl

_ZL14CC_ForceLookAtRK8CCommand

Decompiled

undefined (1 param)

/* CC_ForceLookAt(CCommand const&) */

void CC_ForceLookAt(CCommand *param_1)

{
  int iVar1;
  int iVar2;
  int *piVar3;
  
  iVar1 = UTIL_GetListenServerHost();
  iVar2 = TheNextBots();
  piVar3 = *(int **)(iVar2 + 0x4c);
  if ((piVar3 != (int *)0x0) && (iVar1 != 0)) {
    piVar3 = (int *)(**(code **)(*piVar3 + 0xc4))(piVar3);
    (**(code **)(*piVar3 + 0xc4))(piVar3,iVar1,3,0x4b189680,0,"Aim forced",1,0x3e800000);
    return;
  }
  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)