L L4D2node

CTriggerCameraMultiplayer::Disable

0x00a06f80 · 163 bytes · __thiscall

_ZN25CTriggerCameraMultiplayer7DisableEv

Decompiled

undefined (1 param)

/* CTriggerCameraMultiplayer::Disable() */

void __thiscall CTriggerCameraMultiplayer::Disable(CTriggerCameraMultiplayer *this)

{
  uint uVar1;
  CBasePlayer *pCVar2;
  char cVar3;
  undefined *puVar4;
  int iVar5;
  
  iVar5 = 0;
  CMoveableCamera::Disable((CMoveableCamera *)this);
  if (0 < *(int *)(this + 0x474)) {
    do {
      while ((((uVar1 = *(uint *)(*(int *)(this + 0x468) + iVar5 * 4), uVar1 == 0xffffffff ||
               (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
              || (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
             ((pCVar2 = *(CBasePlayer **)(puVar4 + 4), pCVar2 == (CBasePlayer *)0x0 ||
              (cVar3 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2), cVar3 == '\0'))))) {
        iVar5 = iVar5 + 1;
        if (*(int *)(this + 0x474) <= iVar5) goto LAB_00a07010;
      }
      iVar5 = iVar5 + 1;
      RemovePlayer(this,pCVar2);
    } while (iVar5 < *(int *)(this + 0x474));
  }
LAB_00a07010:
  *(undefined4 *)(this + 0x474) = 0;
  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)