CTriggerCameraMultiplayer::InputRemovePlayer
0x00a07220 · 137 bytes · __thiscall
_ZN25CTriggerCameraMultiplayer17InputRemovePlayerER11inputdata_t
Decompiled
undefined (2 params)
/* CTriggerCameraMultiplayer::InputRemovePlayer(inputdata_t&) */
void __thiscall
CTriggerCameraMultiplayer::InputRemovePlayer(CTriggerCameraMultiplayer *this,inputdata_t *param_1)
{
CBasePlayer *pCVar1;
char cVar2;
undefined4 *puVar3;
int iVar4;
int iVar5;
undefined4 local_10;
pCVar1 = *(CBasePlayer **)param_1;
if (pCVar1 != (CBasePlayer *)0x0) {
cVar2 = (**(code **)(*(int *)pCVar1 + 0x16c))(pCVar1);
if (cVar2 != '\0') {
RemovePlayer(this,pCVar1);
puVar3 = (undefined4 *)(**(code **)(*(int *)pCVar1 + 0xc))(pCVar1);
local_10 = *puVar3;
iVar4 = CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::Find
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x468),(CHandle *)&local_10);
if ((iVar4 != -1) && (0 < *(int *)(this + 0x474))) {
iVar5 = *(int *)(this + 0x474) + -1;
if (iVar4 != iVar5) {
*(undefined4 *)(*(int *)(this + 0x468) + iVar4 * 4) =
*(undefined4 *)(*(int *)(this + 0x468) + iVar5 * 4);
iVar5 = *(int *)(this + 0x474) + -1;
}
*(int *)(this + 0x474) = iVar5;
}
}
}
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.