UTIL_ViewPunch
0x00b2bac0 · 326 bytes · __cdecl
_Z14UTIL_ViewPunchRK6Vector6QAnglefb
Decompiled
undefined (4 params)
/* UTIL_ViewPunch(Vector const&, QAngle, float, bool) */
void UTIL_ViewPunch(float *param_1,float param_2,float param_3,float param_4,float param_5,
char param_6)
{
CBaseEntity *this;
int iVar1;
float fVar2;
float local_28;
float local_24;
float local_20;
if (0 < *(int *)(gpGlobals + 0x14)) {
iVar1 = 1;
do {
this = (CBaseEntity *)UTIL_PlayerByIndex(iVar1);
if ((this != (CBaseEntity *)0x0) && ((param_6 != '\0' || (((byte)this[0x150] & 1) != 0)))) {
local_28 = param_2;
local_24 = param_3;
local_20 = param_4;
if (0.0 < param_5) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this);
}
fVar2 = SQRT((*param_1 - *(float *)(this + 0x2e0)) * (*param_1 - *(float *)(this + 0x2e0))
+ (param_1[1] - *(float *)(this + 0x2e4)) *
(param_1[1] - *(float *)(this + 0x2e4)) +
(param_1[2] - *(float *)(this + 0x2e8)) *
(param_1[2] - *(float *)(this + 0x2e8)));
if (param_5 < fVar2) goto LAB_00b2bb9b;
fVar2 = 1.0 - fVar2 * (1.0 / param_5);
local_28 = local_28 * fVar2;
local_20 = fVar2 * local_20;
local_24 = local_24 * fVar2;
}
CBaseEntity::ViewPunch(this,(QAngle *)&local_28);
}
LAB_00b2bb9b:
iVar1 = iVar1 + 1;
} while (iVar1 <= *(int *)(gpGlobals + 0x14));
}
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.