L L4D2node

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 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)