L L4D2node

CSkyCamera::CSkyCamera

0x008229b0 · 194 bytes · __thiscall

_ZN10CSkyCameraC1Ev

Decompiled

undefined (1 param)

/* CSkyCamera::CSkyCamera() */

void __thiscall CSkyCamera::CSkyCamera(CSkyCamera *this)

{
  fogparams_t *this_00;
  undefined4 uVar1;
  
  this_00 = (fogparams_t *)(this + 0x460);
  CBaseEntity::CBaseEntity((CBaseEntity *)this,true);
  *(undefined ***)this = &PTR__CSkyCamera_00ccdfc8;
  *(undefined ***)(this + 0x440) = &PTR_NetworkStateChanged_00cbc408;
                    /* try { // try from 008229e4 to 00822a71 has its CatchHandler @ 00822a7e */
  fogparams_t::fogparams_t(this_00);
  *(undefined ***)(this + 0x460) = &PTR_NetworkStateChanged_00cbc3f8;
  uVar1 = CEntityClassList<CSkyCamera>::m_pClassList;
  CEntityClassList<CSkyCamera>::m_pClassList = this;
  *(undefined4 *)(this + 0x4b8) = uVar1;
  if (*(float *)(this + 0x48c) != 1.0) {
    sky3dparams_t::NetworkVar_fog::NetworkStateChanged(this_00);
    *(undefined4 *)(this + 0x48c) = 0x3f800000;
  }
  if (*(float *)(this + 0x4b0) == 1.0) {
    return;
  }
  (**(code **)(*(int *)(this + 0x460) + 4))(this_00,this + 0x4b0);
  *(undefined4 *)(this + 0x4b0) = 0x3f800000;
  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)