CSurvivorPosition::InputSetViewControl
0x004f7040 · 303 bytes · __thiscall
_ZN17CSurvivorPosition19InputSetViewControlER11inputdata_t
Decompiled
undefined (2 params)
/* CSurvivorPosition::InputSetViewControl(inputdata_t&) */
void __thiscall CSurvivorPosition::InputSetViewControl(CSurvivorPosition *this,inputdata_t *param_1)
{
uint uVar1;
int *piVar2;
char *pcVar3;
undefined *puVar4;
undefined4 uVar5;
undefined4 local_30 [3];
undefined4 local_24;
undefined4 local_20;
uVar1 = *(uint *)(this + 0x444);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
if (*(int *)(param_1 + 0x18) == 2) {
pcVar3 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar3 = *(char **)(param_1 + 8);
}
}
else {
pcVar3 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
}
piVar2 = (int *)CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar3,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (piVar2 != (int *)0x0) {
local_30[0] = 0;
local_24 = 0xffffffff;
local_20 = 0;
uVar1 = *(uint *)(this + 0x444);
uVar5 = 0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
uVar5 = *(undefined4 *)(puVar4 + 4);
}
(**(code **)(*piVar2 + 0xb4))(piVar2,"Enable",uVar5,0,local_30,0);
return;
}
}
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.