CBasePlayer::StartObserverMode
0x007aec10 · 723 bytes · __thiscall
_ZN11CBasePlayer17StartObserverModeEi
Decompiled
undefined (2 params)
/* CBasePlayer::StartObserverMode(int) */
undefined4 __thiscall CBasePlayer::StartObserverMode(CBasePlayer *this,int param_1)
{
code *pcVar1;
undefined1 uVar2;
uint uVar3;
int iVar4;
int *piVar5;
float *pfVar6;
undefined *puVar7;
float local_28;
float local_24;
float local_20;
uVar3 = *(uint *)(this + 0x1d20);
if ((uVar3 & 8) == 0) {
pfVar6 = (float *)(**(code **)(*(int *)this + 0x250))(this);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
local_28 = *pfVar6 + *(float *)(this + 0x2e0);
local_24 = pfVar6[1] + *(float *)(this + 0x2e4);
local_20 = pfVar6[2] + *(float *)(this + 0x2e8);
CBaseEntity::SetAbsOrigin((CBaseEntity *)this,(Vector *)&local_28);
(**(code **)(*(int *)this + 0x254))(this,&vec3_origin);
uVar3 = *(uint *)(this + 0x1d20);
}
*(uint *)(this + 0x1d20) = uVar3 | 8;
iVar4 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (iVar4 != 0) {
piVar5 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
(**(code **)(*piVar5 + 0x428))(piVar5,0);
}
SetSuitUpdate(this,(char *)0x0,0,0);
CBaseEntity::SetGroundEntity((CBaseEntity *)this,(CBaseEntity *)0x0);
CBaseEntity::RemoveFlag((CBaseEntity *)this,2);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
(**(code **)(*(int *)this + 0x644))(this,param_1);
if ((*(int *)(gpGlobals + 0x48) != 3) &&
((((uVar3 = *(uint *)(this + 0x2088), uVar3 == 0xffffffff ||
(puVar7 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar7 + 8) != uVar3 >> 0xc)) ||
((*(CBasePlayer **)(puVar7 + 4) == this || (*(int *)(puVar7 + 4) == 0)))))) {
pcVar1 = *(code **)(*(int *)this + 0x580);
uVar2 = (**(code **)(*(int *)this + 0x640))(this,param_1);
(*pcVar1)(this,"specgui",uVar2,0);
}
if (*(int *)(this + 0x1a7c) != 8) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a7c);
*(undefined4 *)(this + 0x1a7c) = 8;
}
if (this[0x105] != (CBasePlayer)0x0) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CBasePlayer)0x0;
}
CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
if (*(int *)(this + 0x100) != 1) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(undefined4 *)(this + 0x100) = 1;
}
if (this[0x104] != (CBasePlayer)0x2) {
(**(code **)(*(int *)this + 0x21c))(this,this + 0x104);
this[0x104] = (CBasePlayer)0x2;
}
*(undefined4 *)(this + 0x1d60) = *(undefined4 *)(gpGlobals + 0xc);
if (this[0x1c80] != (CBasePlayer)0x1) {
(**(code **)(*(int *)(this + 0x1c7c) + 4))(this + 0x1c7c,this + 0x1c80);
this[0x1c80] = (CBasePlayer)0x1;
}
return 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.