L L4D2node

CTeamplayRules::ShouldAutoAim

0x004d1440 · 222 bytes · __thiscall

_ZN14CTeamplayRules13ShouldAutoAimEP11CBasePlayerP7edict_t

Decompiled

undefined (3 params)

/* CTeamplayRules::ShouldAutoAim(CBasePlayer*, edict_t*) */

undefined4 __thiscall
CTeamplayRules::ShouldAutoAim(CTeamplayRules *this,CBasePlayer *param_1,edict_t *param_2)

{
  uint uVar1;
  char cVar2;
  int *piVar3;
  undefined4 uVar4;
  int iVar5;
  undefined *puVar6;
  
  if (((param_2 == (edict_t *)0x0) &&
      ((param_2 = *(edict_t **)(gpGlobals + 0x58), param_2 == (edict_t *)0x0 ||
       (((byte)*param_2 & 2) != 0)))) ||
     ((piVar3 = *(int **)(param_2 + 0xc), piVar3 == (int *)0x0 ||
      ((piVar3 = (int *)(**(code **)(*piVar3 + 0x18))(piVar3), piVar3 == (int *)0x0 ||
       (uVar4 = (**(code **)(*piVar3 + 0x16c))(piVar3), (char)uVar4 == '\0')))))) {
    uVar4 = 1;
  }
  else {
    iVar5 = (**(code **)(*(int *)this + 0x1a4))(this,param_1,piVar3);
    if (iVar5 == 1) {
      cVar2 = (**(code **)(*piVar3 + 0x16c))(piVar3);
      if ((((cVar2 == '\0') || (uVar1 = piVar3[0xfb8], uVar1 == 0xffffffff)) ||
          (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) {
        return 0;
      }
      if (*(int *)(puVar6 + 4) == 0) {
        uVar4 = 0;
      }
    }
  }
  return uVar4;
}

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)