L L4D2node

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 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)