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 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.