L L4D2node

CPointDevShotCamera::DevShotThink_PostShot

0x007da050 · 146 bytes · __thiscall

_ZN19CPointDevShotCamera21DevShotThink_PostShotEv

Decompiled

undefined (1 param)

/* CPointDevShotCamera::DevShotThink_PostShot() */

void __thiscall CPointDevShotCamera::DevShotThink_PostShot(CPointDevShotCamera *this)

{
  char cVar1;
  CBasePlayer *this_00;
  
  if (*(int *)(gpGlobals + 0x14) < 2) {
    this_00 = (CBasePlayer *)UTIL_GetLocalPlayer();
  }
  else {
    cVar1 = (**(code **)(*engine + 8))(engine);
    if (cVar1 != '\0') {
      return;
    }
    this_00 = (CBasePlayer *)UTIL_GetListenServerHost();
  }
  if (this_00 != (CBasePlayer *)0x0) {
    CBasePlayer::SetFOV(this_00,(CBaseEntity *)this,0,0.0,0);
    g_iDevShotCameraCount = g_iDevShotCameraCount + -1;
    if (g_iDevShotCameraCount == 0) {
      (**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(this_00 + 0x30),"devshots_nextmap");
      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)