L L4D2node

CTerrorPlayer::OnEnterIntroCameraState

0x009978e0 · 229 bytes · __thiscall

_ZN13CTerrorPlayer23OnEnterIntroCameraStateEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnEnterIntroCameraState() */

void __thiscall CTerrorPlayer::OnEnterIntroCameraState(CTerrorPlayer *this)

{
  uint uVar1;
  
  (**(code **)(*(int *)this + 0x580))(this,"specgui",0,0);
  (**(code **)(*(int *)this + 0x580))(this,"zombie_intro",1,0);
  (**(code **)(*(int *)this + 0x638))(this,3);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
  CCSPlayer::PhysObjectSleep((CCSPlayer *)this);
  uVar1 = *(uint *)(this + 0x1a7c) | 0x100;
  if (*(uint *)(this + 0x1a7c) != uVar1) {
    (**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a7c);
    *(uint *)(this + 0x1a7c) = uVar1;
  }
  CCSPlayer::MoveToNextIntroCamera((CCSPlayer *)this);
  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)