CHLTVDirector::StartCameraManShot
0x006db8a0 · 261 bytes · __thiscall
_ZN13CHLTVDirector18StartCameraManShotEv
Decompiled
undefined (1 param)
/* CHLTVDirector::StartCameraManShot() */
undefined4 __thiscall CHLTVDirector::StartCameraManShot(CHLTVDirector *this)
{
ushort uVar1;
uint uVar2;
char *pcVar3;
int iVar4;
undefined4 uVar5;
int iVar6;
uVar2 = FindFirstEvent(this,*(int *)(this + 0x38));
if (uVar2 != 0xffff) {
uVar2 = uVar2 & 0xffff;
iVar6 = *(int *)(this + 0x1d4) + uVar2 * 0x14;
if (*(int *)(iVar6 + 8) <= *(int *)(this + 0x1c)) {
do {
pcVar3 = (char *)(**(code **)(**(int **)(iVar6 + 0x10) + 8))(*(int **)(iVar6 + 0x10));
iVar4 = _V_strcmp(pcVar3,"hltv_cameraman");
if ((iVar4 == 0) &&
(iVar4 = (**(code **)(**(int **)(iVar6 + 0x10) + 0x1c))
(*(int **)(iVar6 + 0x10),"index",0), 0 < iVar4)) {
uVar5 = (**(code **)(**(int **)(iVar6 + 0x10) + 0x1c))(*(int **)(iVar6 + 0x10),"index",0);
*(undefined4 *)(this + 0x30) = uVar5;
*(undefined4 *)(this + 0x20) = uVar5;
*(int *)(this + 0x38) = *(int *)(this + 0x1c) + 1;
(**(code **)(**(int **)(this + 0x14) + 0x2c))
(*(int **)(this + 0x14),*(undefined4 *)(iVar6 + 0x10));
return 1;
}
uVar1 = 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);
if (uVar1 == 0xffff) {
return 0;
}
uVar2 = (uint)uVar1;
iVar6 = *(int *)(this + 0x1d4) + uVar2 * 0x14;
} while (*(int *)(iVar6 + 8) <= *(int *)(this + 0x1c));
}
}
return 0;
}
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.