CBasePlayer::ShouldAutoaim
0x007a88b0 · 301 bytes · __thiscall
_ZN11CBasePlayer13ShouldAutoaimEv
Decompiled
undefined (1 param)
/* CBasePlayer::ShouldAutoaim() */
bool __thiscall CBasePlayer::ShouldAutoaim(CBasePlayer *this)
{
char cVar1;
bool bVar2;
byte bVar3;
int iVar4;
char *pcVar5;
long lVar6;
long lVar7;
cVar1 = (**(code **)(*(int *)this + 0x778))(this);
if ((cVar1 != '\0') || (iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar4 != 2)) {
return false;
}
cVar1 = (**(code **)(*engine + 0x1f8))(engine);
if (cVar1 != '\0') {
return (bool)cVar1;
}
if (*(int *)(this + 0x30) == 0) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
pcVar5 = (char *)(**(code **)(*engine + 0xe0))(engine,iVar4,"cl_autoaim");
lVar6 = strtol(pcVar5,(char **)0x0,10);
if (*(int *)(this + 0x30) == 0) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
pcVar5 = (char *)(**(code **)(*engine + 0xe0))(engine,iVar4,"cl_inputmode");
lVar7 = strtol(pcVar5,(char **)0x0,10);
bVar2 = 0 < lVar7 && lVar6 == 1;
if (0 < lVar7 && lVar6 == 1) {
return bVar2;
}
if (1 < *(int *)(gpGlobals + 0x14)) {
return bVar2;
}
bVar3 = (**(code **)(*g_pGameRules + 0xb8))(g_pGameRules,3);
return (bool)(bVar3 ^ 1);
}
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.