L L4D2node

CEnvZoom::InputZoom

0x006984d0 · 164 bytes · __cdecl

_ZN8CEnvZoom9InputZoomER11inputdata_t

Decompiled

undefined (1 param)

/* CEnvZoom::InputZoom(inputdata_t&) */

void CEnvZoom::InputZoom(inputdata_t *param_1)

{
  uint uVar1;
  CBaseEntity *this;
  char cVar2;
  CBasePlayer *this_00;
  undefined *puVar3;
  
  this_00 = (CBasePlayer *)UTIL_GetLocalPlayer();
  if (this_00 != (CBasePlayer *)0x0) {
    uVar1 = *(uint *)(this_00 + 0x1d84);
    if ((((uVar1 != 0xffffffff) &&
         (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
       ((this = *(CBaseEntity **)(puVar3 + 4), this != (CBaseEntity *)0x0 &&
        ((*(char **)(this + 0x7c) == "env_zoom" ||
         (cVar2 = CBaseEntity::ClassMatchesComplex(this,"env_zoom"), cVar2 != '\0')))))) {
      CBasePlayer::ClearZoomOwner(this_00);
    }
    CBasePlayer::SetFOV(this_00,(CBaseEntity *)param_1,*(int *)(param_1 + 0x444),
                        *(float *)(param_1 + 0x440),0);
    return;
  }
  return;
}

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)