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 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.