L L4D2node

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 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)