CHLTVDirector::StartBestPlayerCameraShot
0x006db2d0 · 548 bytes · __thiscall
_ZN13CHLTVDirector25StartBestPlayerCameraShotEv
Decompiled
undefined (1 param)
/* CHLTVDirector::StartBestPlayerCameraShot() */
void __thiscall CHLTVDirector::StartBestPlayerCameraShot(CHLTVDirector *this)
{
code *pcVar1;
ushort uVar2;
uint uVar3;
char *pcVar4;
int iVar5;
undefined4 uVar6;
int iVar7;
float *pfVar8;
longdouble lVar9;
float fVar10;
undefined4 local_ac;
float local_a8;
int local_a4;
float local_9c [35];
pfVar8 = local_9c;
for (iVar7 = 0x20; iVar7 != 0; iVar7 = iVar7 + -1) {
*pfVar8 = 0.0;
pfVar8 = pfVar8 + 1;
}
uVar3 = FindFirstEvent(this,*(int *)(this + 0x1c));
if (uVar3 != 0xffff) {
uVar3 = uVar3 & 0xffff;
iVar7 = *(int *)(this + 0x1d4) + uVar3 * 0x14;
if (*(int *)(iVar7 + 8) < *(int *)(this + 0x38)) {
local_ac = 0xffffffff;
local_a4 = -1;
local_a8 = -1.0;
do {
pcVar4 = (char *)(**(code **)(**(int **)(iVar7 + 0x10) + 8))(*(int **)(iVar7 + 0x10));
iVar5 = _V_strcmp(pcVar4,"hltv_rank_entity");
if (iVar5 == 0) {
iVar5 = (**(code **)(**(int **)(iVar7 + 0x10) + 0x1c))(*(int **)(iVar7 + 0x10),"index",0);
if (iVar5 < 0x20) {
lVar9 = (longdouble)
(**(code **)(**(int **)(iVar7 + 0x10) + 0x24))
(*(int **)(iVar7 + 0x10),&DAT_00c9394f,0);
fVar10 = (float)lVar9 + local_9c[iVar5];
local_9c[iVar5] = fVar10;
if (local_a8 < fVar10) {
local_ac = (**(code **)(**(int **)(iVar7 + 0x10) + 0x1c))
(*(int **)(iVar7 + 0x10),"target",0);
local_a8 = fVar10;
local_a4 = iVar5;
}
}
}
uVar2 = CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
::NextInorder((CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
*)(this + 0x1d0),(ushort)uVar3);
if (uVar2 == 0xffff) break;
uVar3 = (uint)uVar2;
iVar7 = *(int *)(this + 0x1d4) + uVar3 * 0x14;
} while (*(int *)(iVar7 + 8) < *(int *)(this + 0x38));
if (local_a4 != -1) {
pcVar1 = *(code **)(*(int *)this + 0x60);
lVar9 = (longdouble)RandomFloat(0,0x3f800000);
uVar6 = 0xffffffec;
if (0.5 < (float)lVar9) {
uVar6 = 0x14;
}
(*pcVar1)(this,local_a4,local_ac,0x70,0x14,uVar6,0);
return;
}
}
}
(**(code **)(*(int *)this + 0x54))(this,1);
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.