CSurvivorCamera::Enable
0x00a06450 · 430 bytes · __thiscall
_ZN15CSurvivorCamera6EnableEv
Decompiled
undefined (1 param)
/* CSurvivorCamera::Enable() */
void __thiscall CSurvivorCamera::Enable(CSurvivorCamera *this)
{
uint uVar1;
CBasePlayer *this_00;
char cVar2;
CBaseEntity *pCVar3;
undefined *puVar4;
CMoveableCamera::Enable((CMoveableCamera *)this);
uVar1 = *(uint *)(this + 0x468);
if ((((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
((this_00 = *(CBasePlayer **)(puVar4 + 4), this_00 == (CBasePlayer *)0x0 ||
(cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar2 == '\0')))) goto LAB_00a06491;
if (((byte)this[0x148] & 2) != 0) {
uVar1 = *(uint *)(this_00 + 0x1d84);
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar4 + 8) == uVar1 >> 0xc &&
(pCVar3 = *(CBaseEntity **)(puVar4 + 4), pCVar3 != (CBaseEntity *)0x0)))) {
if ((*(char **)(pCVar3 + 0x7c) != "point_viewcontrol_multiplayer") &&
(cVar2 = CBaseEntity::ClassMatchesComplex(pCVar3,"point_viewcontrol_multiplayer"),
cVar2 == '\0')) {
uVar1 = *(uint *)(this_00 + 0x1d84);
pCVar3 = (CBaseEntity *)0x0;
if ((uVar1 != 0xffffffff) &&
((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)))) {
pCVar3 = *(CBaseEntity **)(puVar4 + 4);
}
if ((*(char **)(pCVar3 + 0x7c) != "point_viewcontrol_survivor") &&
(cVar2 = CBaseEntity::ClassMatchesComplex(pCVar3,"point_viewcontrol_survivor"),
cVar2 == '\0')) goto LAB_00a064ef;
}
CBasePlayer::ClearZoomOwner(this_00);
}
LAB_00a064ef:
CBasePlayer::SetFOV(this_00,(CBaseEntity *)this,(int)*(float *)(this + 0x46c),
*(float *)(this + 0x470),0);
}
CBasePlayer::SetViewEntity(this_00,(CBaseEntity *)this);
if (this_00[0x1ac8] != (CBasePlayer)0x0) {
(**(code **)(*(int *)(this_00 + 0x1a40) + 4))(this_00 + 0x1a40,this_00 + 0x1ac8);
this_00[0x1ac8] = (CBasePlayer)0x0;
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
return;
}
LAB_00a06491:
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.