L L4D2node

CBasePlayer::ForceObserverMode

0x007a6490 · 88 bytes · __thiscall

_ZN11CBasePlayer17ForceObserverModeEi

Decompiled

undefined (2 params)

/* CBasePlayer::ForceObserverMode(int) */

void __thiscall CBasePlayer::ForceObserverMode(CBasePlayer *this,int param_1)

{
  undefined4 uVar1;
  
  if (*(int *)(this + 0x1d64) != param_1) {
    uVar1 = 6;
    if (this[0x1d80] != (CBasePlayer)0x0) {
      uVar1 = *(undefined4 *)(this + 0x1d78);
    }
    (**(code **)(*(int *)this + 0x644))(this,param_1);
    if (this[0x1d80] != (CBasePlayer)0x0) {
      *(undefined4 *)(this + 0x1d78) = uVar1;
    }
    this[0x1d80] = (CBasePlayer)0x1;
  }
  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)