L L4D2node

CBasePlayer::StopObserverMode

0x007ab580 · 216 bytes · __thiscall

_ZN11CBasePlayer16StopObserverModeEv

Decompiled

undefined (1 param)

/* CBasePlayer::StopObserverMode() */

void __thiscall CBasePlayer::StopObserverMode(CBasePlayer *this)

{
  CBaseEdict *this_00;
  int iVar1;
  
  iVar1 = *(int *)(this + 0x1d64);
  this[0x1d80] = (CBasePlayer)0x0;
  *(uint *)(this + 0x1d20) = *(uint *)(this + 0x1d20) & 0xfffffff7;
  if (iVar1 != 0) {
    if (1 < iVar1) {
      *(int *)(this + 0x1d78) = iVar1;
    }
    if (this[0x6c] == (CBasePlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBasePlayer)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x1d64) = 0;
    (**(code **)(*(int *)this + 0x580))(this,"specmenu",0,0);
    (**(code **)(*(int *)this + 0x580))(this,"specgui",0,0);
    (**(code **)(*(int *)this + 0x580))(this,"overview",0,0);
  }
  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)