IActor::CFPPlayer* m_pPlayer; //0x0D10
struct CFPPlayer
{
public:
void GetRecoil(bool pTimedemo, Vec3 viewAngles)
{
m_timedemo = pTimedemo;
m_viewAnglesOffset = viewAngles;
}
private:
struct SFPViewParams
{
public:
Vec3 m_eyeOffsetView; //0x0000
Vec3 m_bobOffset; //0x000C
Vec3 m_FPWeaponLastDirVec; //0x0018
float smoothViewZ; //0x0024
Vec3 spectatorTargetPos; //0x0028
Vec3 spectatorCamPos; //0x0034
float spectatorPosZ; //0x0040
char pad_0x0044[0x4]; //0x0044
Vec3 deathCamPlayerPos; //0x0048
Vec3 deathCamKillerPrevPos; //0x0054
Quat deathCamView; //0x0060
Quat deathCamKillView; //0x0070
float deathCamKillerFov; //0x0080
}; //Size=0x0084
SFPViewParams m_viewParams; //0x0000
Quat m_viewQuat; //0x0084
Quat m_viewQuatFinal; //0x0094
Quat m_baseQuat; //0x00A4
bool m_timedemo; //0x00B4
Vec3 m_viewAnglesOffset; //0x00B8
Vec3 m_FPWeaponPos; //0x00C4
Vec3 m_FPWeaponAngles; //0x00D0
bool m_viewBlending; //0x00DC
};
pFPPlayer->GetRecoil(false, ZERO);