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 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.