L L4D2node

CBasePlayer::GetAutoaimVector

0x007a68e0 · 136 bytes · __cdecl

_ZN11CBasePlayer16GetAutoaimVectorEfffP10AimResults

Decompiled

undefined (4 params)

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

float CBasePlayer::GetAutoaimVector(float param_1,float param_2,float param_3,AimResults *param_4)

{
  undefined4 *in_stack_00000018;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_20;
  float local_1c;
  AimResults *local_18;
  undefined1 local_10;
  char local_f;
  char local_e;
  
  local_20 = 0xffffffff;
  local_10 = 0;
  local_1c = param_3;
  local_18 = param_4;
  (**(code **)(*(int *)param_2 + 0x70c))(param_2,&local_38);
  *in_stack_00000018 = 0;
  if (local_e == '\0') {
    if (local_f != '\0') {
      *in_stack_00000018 = 2;
    }
  }
  else {
    *in_stack_00000018 = 1;
  }
  *(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)