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 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.