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 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.