CBasePlayer::GetAutoaimVector
0x007b2fb0 · 409 bytes · __thiscall
_ZN11CBasePlayer16GetAutoaimVectorER16autoaim_params_t
Decompiled
undefined (2 params)
/* CBasePlayer::GetAutoaimVector(autoaim_params_t&) */
void __thiscall CBasePlayer::GetAutoaimVector(CBasePlayer *this,autoaim_params_t *param_1)
{
code *pcVar1;
uint uVar2;
CBaseEdict *this_00;
undefined4 uVar3;
char cVar4;
float *pfVar5;
int iVar6;
undefined *puVar7;
int *piVar8;
Vector local_40 [12];
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
float local_28;
float local_24;
float local_20;
*(undefined4 *)(param_1 + 0xc) = vec3_invalid;
uVar3 = DAT_01053d24;
param_1[0x29] = (autoaim_params_t)0x0;
*(undefined4 *)(param_1 + 0x10) = uVar3;
uVar3 = DAT_01053d28;
param_1[0x2a] = (autoaim_params_t)0x0;
*(undefined4 *)(param_1 + 0x18) = 0xffffffff;
*(undefined4 *)(param_1 + 0x14) = uVar3;
cVar4 = (**(code **)(*(int *)this + 0x710))();
piVar8 = (int *)&stack0xffffffa4;
if ((cVar4 != '\0') && (piVar8 = (int *)&stack0xffffffa4, *(float *)(param_1 + 0x1c) != 0.0)) {
(**(code **)(*(int *)this + 0x478))();
AutoaimDeflection(local_40,(autoaim_params_t *)this);
cVar4 = (**(code **)(*g_pGameRules + 0x128))();
if ((cVar4 == '\0') && (this[0x1cc8] != (CBasePlayer)0x0)) {
if (this[0x6c] == (CBasePlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
this[0x70] = (CBasePlayer)((byte)this[0x70] | 1);
}
this[0x1cc8] = (CBasePlayer)0x0;
}
uVar2 = *(uint *)(param_1 + 0x18);
piVar8 = (int *)&stack0xffffffa0;
if ((((uVar2 != 0xffffffff) &&
(puVar7 = g_pEntityList + (uVar2 & 0xfff) * 0x10, piVar8 = (int *)&stack0xffffffa0,
puVar7 != (undefined *)0xfffffffc)) &&
(piVar8 = (int *)&stack0xffffffa0, *(uint *)(puVar7 + 8) == uVar2 >> 0xc)) &&
(piVar8 = (int *)&stack0xffffffa0, *(int *)(puVar7 + 4) != 0)) {
return;
}
}
iVar6 = *(int *)this;
*piVar8 = (int)this;
pcVar1 = *(code **)(iVar6 + 0x238);
piVar8[-1] = 0x7b3018;
pfVar5 = (float *)(*pcVar1)();
local_28 = *(float *)(this + 0x1ab0) + *pfVar5;
local_24 = *(float *)(this + 0x1ab4) + pfVar5[1];
local_20 = *(float *)(this + 0x1ab8) + pfVar5[2];
piVar8[1] = (int)&local_34;
*piVar8 = (int)&local_28;
piVar8[-1] = 0x7b305f;
AngleVectors((QAngle *)*piVar8,(Vector *)piVar8[1]);
*(undefined4 *)param_1 = local_34;
*(undefined4 *)(param_1 + 4) = local_30;
*(undefined4 *)(param_1 + 8) = local_2c;
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.