CBasePlayer::SetViewEntity
0x007b80c0 · 291 bytes · __thiscall
_ZN11CBasePlayer13SetViewEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBasePlayer::SetViewEntity(CBaseEntity*) */
void __thiscall CBasePlayer::SetViewEntity(CBasePlayer *this,CBaseEntity *param_1)
{
CBaseEdict *this_00;
int iVar1;
uint *puVar2;
uint uVar3;
CBaseEntity *pCVar4;
undefined *puVar5;
pCVar4 = (CBaseEntity *)0x0;
uVar3 = *(uint *)(this + 0x2088);
if (((uVar3 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar3 >> 0xc)) {
pCVar4 = *(CBaseEntity **)(puVar5 + 4);
}
puVar5 = g_pEntityList;
if (param_1 != pCVar4) {
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);
}
if (param_1 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + 0x2088) = 0xffffffff;
goto LAB_007b816f;
}
puVar2 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
puVar5 = g_pEntityList;
uVar3 = *puVar2;
*(uint *)(this + 0x2088) = uVar3;
}
if (((uVar3 != 0xffffffff) &&
(puVar5 = puVar5 + (uVar3 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar5 + 8) == uVar3 >> 0xc && (*(int *)(puVar5 + 4) != 0)))) {
(**(code **)(*engine + 0xc4))
(engine,*(undefined4 *)(this + 0x30),*(undefined4 *)(*(int *)(puVar5 + 4) + 0x30));
return;
}
LAB_007b816f:
(**(code **)(*engine + 0xc4))(engine,*(undefined4 *)(this + 0x30),*(undefined4 *)(this + 0x30));
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.