L L4D2node

CPointDevShotCamera::DevShotThink_Setup

0x007da1e0 · 459 bytes · __thiscall

_ZN19CPointDevShotCamera18DevShotThink_SetupEv

Decompiled

undefined (1 param)

/* CPointDevShotCamera::DevShotThink_Setup() */

void __thiscall CPointDevShotCamera::DevShotThink_Setup(CPointDevShotCamera *this)

{
  char cVar1;
  CBasePlayer *this_00;
  int iVar2;
  CBaseEntity *this_01;
  undefined1 local_14 [8];
  
  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) {
    (**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(this_00 + 0x30),"developer 0");
    (**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(this_00 + 0x30),"cl_drawhud 0");
    (**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(this_00 + 0x30),"sv_cheats 1");
    (**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(this_00 + 0x30),&DAT_00cbe2d1);
    (**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(this_00 + 0x30),"notarget");
    CCollisionProperty::SetSolidFlags
              ((CCollisionProperty *)(this_00 + 0x194),(uint)(*(ushort *)(this_00 + 0x1b4) | 4));
    CBasePlayer::EnableControl(this_00,false);
    CBasePlayer::SetViewEntity(this_00,(CBaseEntity *)this);
    CBasePlayer::SetFOV(this_00,(CBaseEntity *)this,*(int *)(this + 0x444),0.0,0);
    iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this_00);
    if (iVar2 != 0) {
      this_01 = (CBaseEntity *)
                CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this_00);
      CBaseEntity::AddEffects(this_01,0x20);
    }
    CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)DevShotThink_TakeShot);
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(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)