L L4D2node

CBasePlayer::ObserverUse

0x007a89f0 · 210 bytes · __thiscall

_ZN11CBasePlayer11ObserverUseEb

Decompiled

undefined (2 params)

/* CBasePlayer::ObserverUse(bool) */

void __thiscall CBasePlayer::ObserverUse(CBasePlayer *this,bool param_1)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  CHLTVDirector *this_00;
  
  piVar2 = (int *)HLTVDirector();
  cVar1 = (**(code **)(*piVar2 + 0x2c))(piVar2);
  if (((cVar1 != '\0') && (iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar3 == 1)) &&
     (param_1)) {
    iVar4 = HLTVDirector();
    iVar3 = *(int *)(this + 0x30);
    if (*(int *)(iVar4 + 0x1cc) == 0) {
      _param_1 = 0;
      if (iVar3 != 0) {
        _param_1 = iVar3 - *(int *)(gpGlobals + 0x58) >> 4;
      }
      this_00 = (CHLTVDirector *)HLTVDirector();
    }
    else {
      if ((iVar3 == 0) || (*(int *)(iVar4 + 0x1cc) != iVar3 - *(int *)(gpGlobals + 0x58) >> 4)) {
        ClientPrint(this,3,"Camera in use by other player.",(char *)0x0,(char *)0x0,(char *)0x0,
                    (char *)0x0);
        return;
      }
      this_00 = (CHLTVDirector *)HLTVDirector();
      _param_1 = 0;
    }
    CHLTVDirector::SetCameraMan(this_00,_param_1);
    return;
  }
  return;
}

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)