CHLTVDirector::StartFixedCameraShot
0x006d99d0 · 522 bytes · __thiscall
_ZN13CHLTVDirector20StartFixedCameraShotEii
Decompiled
undefined (3 params)
/* CHLTVDirector::StartFixedCameraShot(int, int) */
void __thiscall CHLTVDirector::StartFixedCameraShot(CHLTVDirector *this,int param_1,int param_2)
{
float fVar1;
float fVar2;
CBaseEntity *this_00;
code *pcVar3;
int *piVar4;
longdouble lVar5;
float fVar6;
float local_24;
float local_20;
this_00 = *(CBaseEntity **)(this + param_1 * 4 + 0x48);
if (((byte)this_00[0x14d] & 8) == 0) {
local_24 = *(float *)(this_00 + 0x2e4);
local_20 = *(float *)(this_00 + 0x2e8);
fVar6 = *(float *)(this_00 + 0x2e0);
}
else {
CBaseEntity::CalcAbsolutePosition(this_00);
local_24 = *(float *)(this_00 + 0x2e4);
local_20 = *(float *)(this_00 + 0x2e8);
fVar6 = *(float *)(this_00 + 0x2e0);
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
}
piVar4 = gameeventmanager;
fVar1 = *(float *)(this_00 + 0x37c);
fVar2 = *(float *)(this_00 + 0x380);
*(undefined4 *)(this + 0x20) = 0;
*(float *)(this + 0x24) = fVar6;
*(float *)(this + 0x28) = local_24;
*(float *)(this + 0x2c) = local_20;
piVar4 = (int *)(**(code **)(*piVar4 + 0x1c))(piVar4,"hltv_fixed",1,0);
if (piVar4 != (int *)0x0) {
(**(code **)(*piVar4 + 0x30))(piVar4,&DAT_00c9392f,(int)fVar6);
(**(code **)(*piVar4 + 0x30))(piVar4,&DAT_00c93934,(int)local_24);
(**(code **)(*piVar4 + 0x30))(piVar4,&DAT_00c93939,(int)local_20);
(**(code **)(*piVar4 + 0x30))(piVar4,"theta",(int)fVar1);
(**(code **)(*piVar4 + 0x30))(piVar4,&DAT_00c93914,(int)fVar2);
(**(code **)(*piVar4 + 0x30))(piVar4,"target",param_2);
pcVar3 = *(code **)(*piVar4 + 0x38);
lVar5 = (longdouble)RandomFloat(0x42480000,0x42dc0000);
(*pcVar3)(piVar4,&DAT_00cdafee,(float)lVar5);
(**(code **)(**(int **)(this + 0x14) + 0x2c))(*(int **)(this + 0x14),piVar4);
/* WARNING: Could not recover jumptable at 0x006d9b82. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*gameeventmanager + 0x2c))();
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
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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.