L L4D2node

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 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)