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 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.