CBaseServerVehicle::GetVehicleViewPosition
0x00b367c0 · 189 bytes · __thiscall
_ZN18CBaseServerVehicle22GetVehicleViewPositionEiP6VectorP6QAnglePf
Decompiled
undefined (5 params)
/* CBaseServerVehicle::GetVehicleViewPosition(int, Vector*, QAngle*, float*) */
void __thiscall
CBaseServerVehicle::GetVehicleViewPosition
(CBaseServerVehicle *this,int param_1,Vector *param_2,QAngle *param_3,float *param_4)
{
code *pcVar1;
char cVar2;
CBaseServerVehicle *pCVar3;
undefined4 *puVar4;
int iVar5;
CBaseServerVehicle **ppCVar6;
undefined4 local_40;
CBaseServerVehicle *local_3c;
CBaseServerVehicle *local_38;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
ppCVar6 = &local_3c;
local_38 = (CBaseServerVehicle *)0x0;
local_3c = this;
local_40 = 0xb367e1;
pCVar3 = (CBaseServerVehicle *)(*(code *)**(undefined4 **)this)();
if (pCVar3 != (CBaseServerVehicle *)0x0) {
local_40 = 0xb367f6;
local_3c = pCVar3;
cVar2 = (**(code **)(*(int *)pCVar3 + 0x16c))();
if (cVar2 != '\0') {
if (param_2 != (Vector *)0x0) {
local_3c = (CBaseServerVehicle *)&local_28;
local_40 = 0xb36810;
local_38 = pCVar3;
(**(code **)(*(int *)pCVar3 + 0x234))();
ppCVar6 = (CBaseServerVehicle **)&local_40;
*(undefined4 *)param_2 = local_28;
*(undefined4 *)(param_2 + 4) = local_24;
*(undefined4 *)(param_2 + 8) = local_20;
}
if (param_3 != (QAngle *)0x0) {
iVar5 = *(int *)pCVar3;
*ppCVar6 = pCVar3;
pcVar1 = *(code **)(iVar5 + 0x238);
ppCVar6[-1] = (CBaseServerVehicle *)0xb3683f;
puVar4 = (undefined4 *)(*pcVar1)();
*(undefined4 *)param_3 = *puVar4;
*(undefined4 *)(param_3 + 4) = puVar4[1];
*(undefined4 *)(param_3 + 8) = puVar4[2];
}
if (param_4 != (float *)0x0) {
*ppCVar6 = pCVar3;
ppCVar6[-1] = (CBaseServerVehicle *)0xb3686a;
iVar5 = CBasePlayer::GetFOV((CBasePlayer *)*ppCVar6);
*param_4 = (float)iVar5;
}
}
}
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.