CBasePlayer::FindNextObserverTarget
0x007a7320 · 144 bytes · __thiscall
_ZN11CBasePlayer22FindNextObserverTargetEb
Decompiled
undefined (2 params)
/* CBasePlayer::FindNextObserverTarget(bool) */
undefined4 __thiscall CBasePlayer::FindNextObserverTarget(CBasePlayer *this,bool param_1)
{
char cVar1;
int iVar2;
undefined4 uVar3;
int iVar4;
iVar2 = (**(code **)(*(int *)this + 0x65c))(this,param_1);
iVar4 = iVar2;
do {
while( true ) {
uVar3 = UTIL_PlayerByIndex(iVar4);
cVar1 = (**(code **)(*(int *)this + 0x664))(this,uVar3);
if (cVar1 != '\0') {
return uVar3;
}
iVar4 = iVar4 + ((-(uint)!param_1 & 2) - 1);
if (iVar4 <= *(int *)(gpGlobals + 0x14)) break;
iVar4 = 1;
if (iVar2 == 1) {
return 0;
}
}
if (iVar4 < 1) {
iVar4 = *(int *)(gpGlobals + 0x14);
}
} while (iVar4 != iVar2);
return 0;
}
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.