CDirector::IsHumanSpectatorValid
0x00872da0 · 178 bytes · __thiscall
_ZN9CDirector21IsHumanSpectatorValidEP11SurvivorBot
Decompiled
undefined (2 params)
/* CDirector::IsHumanSpectatorValid(SurvivorBot*) */
undefined4 __thiscall CDirector::IsHumanSpectatorValid(CDirector *this,SurvivorBot *param_1)
{
int *piVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined4 uVar4;
piVar1 = (int *)UTIL_PlayerByUserId(*(int *)(param_1 + 0x4308));
if (piVar1 != (int *)0x0) {
uVar4 = *(undefined4 *)(param_1 + 0x4308);
uVar2 = (**(code **)(*piVar1 + 0xb8))(piVar1);
uVar3 = SurvivorCharacterName(*(undefined4 *)(param_1 + 0x2ba0));
DevMsg(1,"[TAKEOVER]: %s is already spectated by %s (%d)\n",uVar3,uVar2,uVar4);
return 1;
}
uVar4 = SurvivorCharacterName(*(undefined4 *)(param_1 + 0x2ba0));
DevMsg(1,"[TAKEOVER]: %s is spectated by an invalid userid - clearing spectator id.\n",uVar4);
RemoveTransitioningPlayerRecord(*(int *)(param_1 + 0x4308));
SurvivorBot::ResetHumanSpectator(param_1);
return 0;
}
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.