L L4D2node

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 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)