L L4D2node

CBasePlayer::GetAutoaimVector

0x007a6880 · 96 bytes · __cdecl

_ZN11CBasePlayer16GetAutoaimVectorEff

Decompiled

undefined (2 params)

/* CBasePlayer::GetAutoaimVector(float, float) */

float CBasePlayer::GetAutoaimVector(float param_1,float param_2)

{
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_20;
  undefined4 local_14;
  undefined1 local_10;
  
  local_20 = 0xffffffff;
  local_14 = 0xbf800000;
  local_10 = 0;
  (**(code **)(*(int *)param_2 + 0x70c))(param_2,&local_38);
  *(undefined4 *)param_1 = local_38;
  *(undefined4 *)((int)param_1 + 4) = local_34;
  *(undefined4 *)((int)param_1 + 8) = local_30;
  return param_1;
}

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)