L L4D2node

CDeathFallCamera::Enable

0x00870870 · 311 bytes · __thiscall

_ZN16CDeathFallCamera6EnableEP11CBasePlayer

Decompiled

undefined (2 params)

/* CDeathFallCamera::Enable(CBasePlayer*) */

void __thiscall CDeathFallCamera::Enable(CDeathFallCamera *this,CBasePlayer *param_1)

{
  int iVar1;
  CBaseEntity *this_00;
  undefined *puVar2;
  uint uVar3;
  
  iVar1 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
  if (iVar1 != 0) {
    this_00 = (CBaseEntity *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
    CBaseEntity::AddEffects(this_00,0x20);
  }
  CBasePlayer::EnableControl(param_1,false);
  if (param_1[0x1ac8] != (CBasePlayer)0x0) {
    (**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1ac8);
    param_1[0x1ac8] = (CBasePlayer)0x0;
  }
  CBasePlayer::SetViewEntity(param_1,(CBaseEntity *)this);
  uVar3 = *(uint *)(param_1 + 0x1a7c) | 0x77b;
  if (*(uint *)(param_1 + 0x1a7c) != uVar3) {
    (**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1a7c);
    *(uint *)(param_1 + 0x1a7c) = uVar3;
  }
  uVar3 = *(uint *)(param_1 + 0x1d84);
  if ((((uVar3 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar3 >> 0xc)) &&
     ((*(CBasePlayer **)(puVar2 + 4) != (CBasePlayer *)0x0 &&
      (param_1 != *(CBasePlayer **)(puVar2 + 4))))) {
    CBasePlayer::ClearZoomOwner(param_1);
  }
  CBasePlayer::SetFOV(param_1,(CBaseEntity *)this,(int)*(float *)(this + 0x440),
                      *(float *)(this + 0x444),0);
  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)