L L4D2node

CFourWheelServerVehicle::GetVehicleViewPosition

0x00b333d0 · 145 bytes · __thiscall

_ZN23CFourWheelServerVehicle22GetVehicleViewPositionEiP6VectorP6QAnglePf

Decompiled

undefined (5 params)

/* CFourWheelServerVehicle::GetVehicleViewPosition(int, Vector*, QAngle*, float*) */

void __thiscall
CFourWheelServerVehicle::GetVehicleViewPosition
          (CFourWheelServerVehicle *this,int param_1,Vector *param_2,QAngle *param_3,float *param_4)

{
  int iVar1;
  char cVar2;
  CBasePlayer *pCVar3;
  CBasePlayer *pCVar4;
  
  pCVar3 = (CBasePlayer *)(*(code *)**(undefined4 **)this)(this,param_1);
  if (pCVar3 != (CBasePlayer *)0x0) {
    cVar2 = (**(code **)(*(int *)pCVar3 + 0x16c))(pCVar3);
    if (cVar2 != '\0') {
      cVar2 = (**(code **)(*(int *)pCVar3 + 0x16c))(pCVar3);
      iVar1 = *(int *)(this + 0x2c);
      pCVar4 = (CBasePlayer *)0x0;
      if (cVar2 != '\0') {
        pCVar4 = pCVar3;
      }
      SharedVehicleViewSmoothing
                (pCVar4,param_2,param_3,*(bool *)(iVar1 + 0x162c),*(bool *)(iVar1 + 0x162d),
                 (Vector *)(iVar1 + 0x1600),(ViewSmoothingData_t *)(this + 0x1a0),param_4);
    }
  }
  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)