L L4D2node

CHLTVDirector::StartInstantBroadcastShot

0x006dc030 · 262 bytes · __thiscall

_ZN13CHLTVDirector25StartInstantBroadcastShotEv

Decompiled

undefined (1 param)

/* CHLTVDirector::StartInstantBroadcastShot() */

void __thiscall CHLTVDirector::StartInstantBroadcastShot(CHLTVDirector *this)

{
  int *piVar1;
  
  *(int *)(this + 0x38) = (int)(8.0 / *(float *)(gpGlobals + 0x1c) + 0.5) + *(int *)(this + 0x1c);
  if (0 < *(int *)(this + 0x1cc)) {
    piVar1 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"hltv_cameraman",1,0);
    if (piVar1 != (int *)0x0) {
      (**(code **)(*piVar1 + 0x30))(piVar1,"index",*(undefined4 *)(this + 0x1cc));
      (**(code **)(**(int **)(this + 0x14) + 0x2c))(*(int **)(this + 0x14),piVar1);
      (**(code **)(*gameeventmanager + 0x2c))(gameeventmanager,piVar1);
      *(undefined4 *)(this + 0x20) = *(undefined4 *)(this + 0x1cc);
      *(int *)(this + 0x38) =
           (int)(4.0 / *(float *)(gpGlobals + 0x1c) + 0.5) + *(int *)(this + 0x1c);
    }
    return;
  }
  RemoveEventsFromHistory(this,-1);
  (**(code **)(*(int *)this + 0x68))(this);
  (**(code **)(*(int *)this + 0x6c))(this);
                    /* WARNING: Could not recover jumptable at 0x006dc13e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x4c))();
  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)