L L4D2node

CBasePlayer::GetNextObserverSearchStartPoint

0x007a6600 · 151 bytes · __thiscall

_ZN11CBasePlayer31GetNextObserverSearchStartPointEb

Decompiled

undefined (2 params)

/* CBasePlayer::GetNextObserverSearchStartPoint(bool) */

int __thiscall CBasePlayer::GetNextObserverSearchStartPoint(CBasePlayer *this,bool param_1)

{
  uint uVar1;
  int iVar2;
  int iVar3;
  undefined *puVar4;
  
  uVar1 = *(uint *)(this + 0x1d7c);
  iVar2 = (-(uint)!param_1 & 2) - 1;
  if ((((uVar1 == 0xffffffff) ||
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) {
    iVar3 = *(int *)(this + 0x30);
  }
  else {
    iVar3 = *(int *)(*(int *)(puVar4 + 4) + 0x30);
  }
  if (iVar3 == 0) {
    iVar3 = *(int *)(gpGlobals + 0x14);
    if (iVar3 < iVar2) {
      return 1;
    }
  }
  else {
    iVar2 = (iVar3 - *(int *)(gpGlobals + 0x58) >> 4) + iVar2;
    iVar3 = *(int *)(gpGlobals + 0x14);
    if (iVar3 < iVar2) {
      return 1;
    }
  }
  if (0 < iVar2) {
    iVar3 = iVar2;
  }
  return iVar3;
}

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)