IParticleSystemQuery::GetLocalPlayerEyeVectors
0x00bd5580 · 80 bytes · __thiscall
_ZN20IParticleSystemQuery24GetLocalPlayerEyeVectorsEP6VectorS1_S1_
Decompiled
undefined (4 params)
/* IParticleSystemQuery::GetLocalPlayerEyeVectors(Vector*, Vector*, Vector*) */
void __thiscall
IParticleSystemQuery::GetLocalPlayerEyeVectors
(IParticleSystemQuery *this,Vector *param_1,Vector *param_2,Vector *param_3)
{
undefined4 uVar1;
undefined4 uVar2;
undefined4 uVar3;
uVar3 = DAT_01053d50;
uVar2 = DAT_01053d4c;
uVar1 = vec3_origin;
*(undefined4 *)param_1 = vec3_origin;
*(undefined4 *)(param_1 + 4) = uVar2;
*(undefined4 *)(param_1 + 8) = uVar3;
*(undefined4 *)param_2 = uVar1;
*(undefined4 *)(param_2 + 4) = uVar2;
*(undefined4 *)(param_2 + 8) = uVar3;
*(undefined4 *)param_3 = uVar1;
*(undefined4 *)(param_3 + 4) = uVar2;
*(undefined4 *)(param_3 + 8) = uVar3;
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.