L L4D2node

SurvivorApproachMinigun::GetUseLookPoint

0x00925270 · 276 bytes · __thiscall

_ZNK23SurvivorApproachMinigun15GetUseLookPointEP11SurvivorBotP11CBaseEntity

Decompiled

undefined (3 params)

/* SurvivorApproachMinigun::GetUseLookPoint(SurvivorBot*, CBaseEntity*) const */

undefined1 * __thiscall
SurvivorApproachMinigun::GetUseLookPoint
          (SurvivorApproachMinigun *this,SurvivorBot *param_1,CBaseEntity *param_2)

{
  undefined4 *puVar1;
  int iVar2;
  float local_24;
  float local_20;
  float local_1c;
  undefined1 local_18 [12];
  
  if (GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint == '\0') {
    iVar2 = __cxa_guard_acquire(&GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint);
    if (iVar2 != 0) {
      __cxa_guard_release(&GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint);
    }
  }
  puVar1 = (undefined4 *)(**(code **)(*(int *)param_2 + 0x288))(param_2);
  GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint._0_4_ = *puVar1;
  GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint._4_4_ = puVar1[1];
  GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint._8_4_ = puVar1[2];
  if (((byte)param_2[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(param_2);
  }
  AngleVectors((QAngle *)(param_2 + 0x37c),(Vector *)&local_24);
  GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint._4_4_ =
       local_20 * 30.0 + (float)GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint._4_4_;
  GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint._8_4_ =
       local_1c * 30.0 + (float)GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint._8_4_;
  GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint._0_4_ =
       local_24 * 30.0 + (float)GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint._0_4_;
  (**(code **)(*(int *)param_1 + 0x234))(local_18,param_1);
  GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint._8_4_ = local_18._8_4_;
  return GetUseLookPoint(SurvivorBot*,CBaseEntity*)::useLookPoint;
}

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)