L L4D2node

CHLTVDirector::FinishCameraManShot

0x006db730 · 347 bytes · __thiscall

_ZN13CHLTVDirector19FinishCameraManShotEv

Decompiled

undefined (1 param)

/* CHLTVDirector::FinishCameraManShot() */

void __thiscall CHLTVDirector::FinishCameraManShot(CHLTVDirector *this)

{
  int iVar1;
  uint uVar2;
  char *pcVar3;
  int *piVar4;
  int iVar5;
  
  uVar2 = FindFirstEvent(this,*(int *)(this + 0x1c));
  if (uVar2 == 0xffff) {
    *(int *)(this + 0x38) = *(int *)(this + 0x1c) + 1;
    return;
  }
  iVar5 = (int)(4.0 / *(float *)(gpGlobals + 0x1c) + 0.5) + *(int *)(this + 0x1c);
  *(int *)(this + 0x38) = iVar5;
  while( true ) {
    iVar1 = *(int *)(this + 0x1d4) + (uVar2 & 0xffff) * 0x14;
    if (iVar5 <= *(int *)(iVar1 + 8)) break;
    pcVar3 = (char *)(**(code **)(**(int **)(iVar1 + 0x10) + 8))(*(int **)(iVar1 + 0x10));
    iVar5 = _V_strcmp(pcVar3,"hltv_cameraman");
    if (iVar5 == 0) {
      iVar5 = (**(code **)(**(int **)(iVar1 + 0x10) + 0x1c))(*(int **)(iVar1 + 0x10),"index",0);
      if (iVar5 == 0) {
        iVar5 = *(int *)(iVar1 + 8);
        *(undefined4 *)(this + 0x30) = 0;
        *(int *)(this + 0x38) = iVar5 + 1;
        return;
      }
    }
    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)uVar2);
    uVar2 = uVar2 & 0xffff;
    if (uVar2 == 0xffff) break;
    iVar5 = *(int *)(this + 0x38);
  }
  piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"hltv_cameraman",1,0);
  if (piVar4 != (int *)0x0) {
    (**(code **)(*piVar4 + 0x30))(piVar4,"index",*(undefined4 *)(this + 0x30));
    (**(code **)(**(int **)(this + 0x14) + 0x2c))(*(int **)(this + 0x14),piVar4);
    (**(code **)(*gameeventmanager + 0x2c))(gameeventmanager,piVar4);
  }
  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)