L L4D2node

CBasePlayer::GetFOVForNetworking

0x007b7110 · 148 bytes · __thiscall

_ZN11CBasePlayer19GetFOVForNetworkingEv

Decompiled

undefined (1 param)

/* CBasePlayer::GetFOVForNetworking() */

int __thiscall CBasePlayer::GetFOVForNetworking(CBasePlayer *this)

{
  int iVar1;
  
  iVar1 = (**(code **)(*(int *)this + 0x500))(this);
  if (iVar1 == 0) {
    iVar1 = GetDefaultFOV(this);
  }
  else {
    CacheVehicleView(this);
    iVar1 = (int)*(float *)(this + 0x2100);
    if (*(float *)(this + 0x2100) == 0.0) {
      iVar1 = GetDefaultFOV(this);
    }
  }
  if (*(int *)(this + 0x1d68) != 0) {
    iVar1 = *(int *)(this + 0x1d68);
  }
  if (((*(float *)(this + 0x1a80) != 0.0) &&
      (*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x1d74) < *(float *)(this + 0x1a80))) &&
     (*(int *)(this + 0x1d70) < iVar1)) {
    iVar1 = *(int *)(this + 0x1d70);
  }
  return iVar1;
}

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)