L L4D2node

CHLTVDirector::BuildCameraList

0x006db070 · 404 bytes · __thiscall

_ZN13CHLTVDirector15BuildCameraListEv

Decompiled

undefined (1 param)

/* CHLTVDirector::BuildCameraList() */

void __thiscall CHLTVDirector::BuildCameraList(CHLTVDirector *this)

{
  CBaseEntity CVar1;
  char *pcVar2;
  CBaseEntity *this_00;
  CBaseEntity *this_01;
  int iVar3;
  CHLTVDirector *pCVar4;
  QAngle local_34 [12];
  float local_28;
  float local_24;
  float local_20;
  
  *(undefined4 *)(this + 0x44) = 0;
  pCVar4 = this + 0x48;
  for (iVar3 = 0x40; iVar3 != 0; iVar3 = iVar3 + -1) {
    *(undefined4 *)pCVar4 = 0;
    pCVar4 = pCVar4 + 4;
  }
  pcVar2 = (char *)(**(code **)(*(int *)this + 0x44))(this);
  this_00 = (CBaseEntity *)
            CGlobalEntityList::FindEntityByClassname
                      ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar2);
  if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x44) < 0x40)) {
    do {
      pcVar2 = "";
      if (*(char **)(this_00 + 0xf8) != (char *)0x0) {
        pcVar2 = *(char **)(this_00 + 0xf8);
      }
      this_01 = (CBaseEntity *)
                CGlobalEntityList::FindEntityByName
                          ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar2,
                           (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                           (IEntityFindFilter *)0x0);
      if (this_01 != (CBaseEntity *)0x0) {
        if (((byte)this_00[0x14d] & 8) == 0) {
          CVar1 = this_01[0x14d];
        }
        else {
          CBaseEntity::CalcAbsolutePosition(this_00);
          CVar1 = this_01[0x14d];
        }
        if (((byte)CVar1 & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition(this_01);
        }
        local_28 = *(float *)(this_01 + 0x2e0) - *(float *)(this_00 + 0x2e0);
        local_24 = *(float *)(this_01 + 0x2e4) - *(float *)(this_00 + 0x2e4);
        local_20 = *(float *)(this_01 + 0x2e8) - *(float *)(this_00 + 0x2e8);
        VectorAngles((Vector *)&local_28,local_34);
        CBaseEntity::SetAbsAngles(this_00,local_34);
      }
      iVar3 = *(int *)(this + 0x44);
      *(CBaseEntity **)(this + iVar3 * 4 + 0x48) = this_00;
      *(int *)(this + 0x44) = iVar3 + 1;
      pcVar2 = (char *)(**(code **)(*(int *)this + 0x44))(this);
      this_00 = (CBaseEntity *)
                CGlobalEntityList::FindEntityByClassname
                          ((CGlobalEntityList *)gEntList,this_00,pcVar2);
    } while ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x44) < 0x40));
  }
  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)