CTerrorPlayer::SetObserverMode
0x009de310 · 231 bytes · __thiscall
_ZN13CTerrorPlayer15SetObserverModeEi
Decompiled
undefined (2 params)
/* CTerrorPlayer::SetObserverMode(int) */
undefined4 __thiscall CTerrorPlayer::SetObserverMode(CTerrorPlayer *this,int param_1)
{
int iVar1;
undefined4 uVar2;
CTerrorPlayer *pCVar3;
CSurvivorRescue *this_00;
int local_20 [4];
iVar1 = (**(code **)(*(int *)this + 0x648))(this);
if (iVar1 == 3) {
this_00 = (CSurvivorRescue *)0x0;
while( true ) {
if (((infoSurvivorRescueStr == 0) ||
(iVar1 = infoSurvivorRescueStr, DAT_0102093c != CGameString::gm_iSerialNumber)) &&
(iVar1 = 0, DAT_01020938 != 0)) {
AllocPooledString((char *)local_20);
infoSurvivorRescueStr = local_20[0];
DAT_0102093c = CGameString::gm_iSerialNumber;
iVar1 = local_20[0];
}
iVar1 = CGlobalEntityList::FindEntityByClassnameFast
((CGlobalEntityList *)gEntList,this_00,iVar1);
if ((iVar1 == 0) ||
(this_00 = (CSurvivorRescue *)
__dynamic_cast(iVar1,&CBaseEntity::typeinfo,&CSurvivorRescue::typeinfo,0),
this_00 == (CSurvivorRescue *)0x0)) break;
pCVar3 = (CTerrorPlayer *)CSurvivorRescue::GetSurvivor(this_00);
if (this == pCVar3) {
return 0;
}
}
}
uVar2 = CBasePlayer::SetObserverMode((CBasePlayer *)this,param_1);
return uVar2;
}
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.