L L4D2node

CTriggerCameraMultiplayer::RemovePlayer

0x00a06eb0 · 200 bytes · __thiscall

_ZN25CTriggerCameraMultiplayer12RemovePlayerEP11CBasePlayer

Decompiled

undefined (2 params)

/* CTriggerCameraMultiplayer::RemovePlayer(CBasePlayer*) */

void __thiscall
CTriggerCameraMultiplayer::RemovePlayer(CTriggerCameraMultiplayer *this,CBasePlayer *param_1)

{
  uint uVar1;
  
  CBasePlayer::EnableControl(param_1,true);
  if (param_1[0x1ac8] != (CBasePlayer)0x1) {
    (**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1ac8);
    param_1[0x1ac8] = (CBasePlayer)0x1;
  }
  CBasePlayer::SetViewEntity(param_1,(CBaseEntity *)0x0);
  uVar1 = *(uint *)(param_1 + 0x1a7c) & 0xfffff884;
  if (*(uint *)(param_1 + 0x1a7c) != uVar1) {
    (**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1a7c);
    *(uint *)(param_1 + 0x1a7c) = uVar1;
  }
  CBasePlayer::SetFOV(param_1,(CBaseEntity *)this,0,*(float *)(this + 0x480),0);
  CBasePlayer::ClearZoomOwner(param_1);
  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)