CSurvivorCamera::Disable
0x00a06340 · 246 bytes · __thiscall
_ZN15CSurvivorCamera7DisableEv
Decompiled
undefined (1 param)
/* CSurvivorCamera::Disable() */
void __thiscall CSurvivorCamera::Disable(CSurvivorCamera *this)
{
uint uVar1;
CBasePlayer *this_00;
char cVar2;
undefined *puVar3;
CMoveableCamera::Disable((CMoveableCamera *)this);
uVar1 = *(uint *)(this + 0x468);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(this_00 = *(CBasePlayer **)(puVar3 + 4), this_00 != (CBasePlayer *)0x0)) {
cVar2 = (**(code **)(*(int *)this_00 + 300))(this_00);
if (cVar2 != '\0') {
CBasePlayer::SetViewEntity(this_00,(CBaseEntity *)0x0);
CBasePlayer::EnableControl(this_00,true);
if (this_00[0x1ac8] != (CBasePlayer)0x1) {
(**(code **)(*(int *)(this_00 + 0x1a40) + 4))(this_00 + 0x1a40,this_00 + 0x1ac8);
this_00[0x1ac8] = (CBasePlayer)0x1;
}
}
if (((byte)this[0x148] & 2) != 0) {
CBasePlayer::SetFOV(this_00,(CBaseEntity *)this,0,*(float *)(this + 0x470),0);
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
return;
}
}
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
return;
}
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.