L L4D2node

CFourWheelServerVehicle::InitViewSmoothing

0x00b35830 · 116 bytes · __thiscall

_ZN23CFourWheelServerVehicle17InitViewSmoothingERK6VectorRK6QAngle

Decompiled

undefined (3 params)

/* CFourWheelServerVehicle::InitViewSmoothing(Vector const&, QAngle const&) */

void __thiscall
CFourWheelServerVehicle::InitViewSmoothing
          (CFourWheelServerVehicle *this,Vector *param_1,QAngle *param_2)

{
  undefined4 uVar1;
  
  this[0x1de] = (CFourWheelServerVehicle)0x0;
  *(undefined4 *)(this + 500) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x1f8) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x1fc) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0x1e8) = *(undefined4 *)param_2;
  *(undefined4 *)(this + 0x1ec) = *(undefined4 *)(param_2 + 4);
  uVar1 = r_JeepFOV._28_4_;
  *(undefined4 *)(this + 0x1f0) = *(undefined4 *)(param_2 + 8);
  *(undefined4 *)(this + 0x1b8) = *(undefined4 *)(uVar1 + 0x2c);
  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)