CPointDevShotCamera::DevShotThink_TakeShot
0x007da0f0 · 223 bytes · __thiscall
_ZN19CPointDevShotCamera21DevShotThink_TakeShotEv
Decompiled
undefined (1 param)
/* CPointDevShotCamera::DevShotThink_TakeShot() */
void __thiscall CPointDevShotCamera::DevShotThink_TakeShot(CPointDevShotCamera *this)
{
char cVar1;
int iVar2;
undefined1 *puVar3;
undefined1 local_24 [20];
if (*(int *)(gpGlobals + 0x14) < 2) {
iVar2 = UTIL_GetLocalPlayer();
}
else {
cVar1 = (**(code **)(*engine + 8))(engine);
if (cVar1 != '\0') {
return;
}
iVar2 = UTIL_GetListenServerHost();
}
if (iVar2 != 0) {
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x440) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(this + 0x440);
}
(**(code **)(*engine + 0x9c))
(engine,*(undefined4 *)(iVar2 + 0x30),"devshots_screenshot \"%s\"",puVar3);
CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)DevShotThink_PostShot);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 4.0,(char *)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.