L L4D2node

CBasePlayer::SnapEyeAngles

0x007accd0 · 59 bytes · __thiscall

_ZN11CBasePlayer13SnapEyeAnglesERK6QAngle

Decompiled

undefined (2 params)

/* CBasePlayer::SnapEyeAngles(QAngle const&) */

void __thiscall CBasePlayer::SnapEyeAngles(CBasePlayer *this,QAngle *param_1)

{
  undefined4 uVar1;
  
  *(undefined4 *)(this + 0x1c84) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x1c88) = *(undefined4 *)(param_1 + 4);
  uVar1 = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0x1c94) = 1;
  *(undefined4 *)(this + 0x1c8c) = uVar1;
  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)