CBasePlayer::ResetAutoaim
0x007b3160 · 153 bytes · __thiscall
_ZN11CBasePlayer12ResetAutoaimEv
Decompiled
undefined (1 param)
/* CBasePlayer::ResetAutoaim() */
void __thiscall CBasePlayer::ResetAutoaim(CBasePlayer *this)
{
CBaseEdict *this_00;
int *piVar1;
int iVar2;
piVar1 = engine;
*(undefined4 *)(this + 0x1f50) = 0;
*(undefined4 *)(this + 0x1f54) = 0;
*(undefined4 *)(this + 0x1f58) = 0;
(**(code **)(*piVar1 + 0xcc))(piVar1,*(undefined4 *)(this + 0x30),0,0);
if (this[0x1cc8] == (CBasePlayer)0x0) {
return;
}
if (this[0x6c] == (CBasePlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
this[0x1cc8] = (CBasePlayer)0x0;
}
else {
this[0x70] = (CBasePlayer)((byte)this[0x70] | 1);
this[0x1cc8] = (CBasePlayer)0x0;
}
return;
}
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.