CTriggerCameraMultiplayer::AddPlayer
0x00a072b0 · 730 bytes · __thiscall
_ZN25CTriggerCameraMultiplayer9AddPlayerEP11CBasePlayer
Decompiled
undefined (2 params)
/* CTriggerCameraMultiplayer::AddPlayer(CBasePlayer*) */
void __thiscall
CTriggerCameraMultiplayer::AddPlayer(CTriggerCameraMultiplayer *this,CBasePlayer *param_1)
{
int iVar1;
CBaseEntity *this_00;
int iVar2;
char cVar3;
undefined4 *puVar4;
int iVar5;
void *pvVar6;
int iVar7;
undefined *puVar8;
uint uVar9;
undefined4 local_30;
undefined4 local_20 [4];
local_20[0] = 0xffffffff;
if (param_1 == (CBasePlayer *)0x0) {
iVar5 = CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::Find
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x468),(CHandle *)local_20);
if (-1 < iVar5) {
return;
}
local_30 = 0xffffffff;
}
else {
puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
local_20[0] = *puVar4;
iVar5 = CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::Find
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x468),(CHandle *)local_20);
if (-1 < iVar5) {
return;
}
puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
local_30 = *puVar4;
}
iVar1 = *(int *)(this + 0x474);
iVar7 = *(int *)(this + 0x46c);
iVar5 = iVar1 + 1;
if (iVar7 < iVar5) {
iVar2 = *(int *)(this + 0x470);
if (-1 < iVar2) {
if (iVar2 == 0) {
if (iVar7 == 0) {
if (iVar5 < 9) {
iVar7 = 8;
goto LAB_00a074cf;
}
iVar7 = 8;
}
do {
iVar7 = iVar7 * 2;
} while (iVar7 < iVar5);
}
else {
for (iVar7 = (iVar1 / iVar2 + 1) * iVar2; iVar7 < iVar5; iVar7 = (iVar7 + iVar5) / 2) {
}
}
LAB_00a074cf:
*(int *)(this + 0x46c) = iVar7;
if (*(void **)(this + 0x468) == (void *)0x0) {
pvVar6 = malloc(iVar7 << 2);
*(void **)(this + 0x468) = pvVar6;
}
else {
pvVar6 = realloc(*(void **)(this + 0x468),iVar7 << 2);
*(void **)(this + 0x468) = pvVar6;
iVar5 = *(int *)(this + 0x474) + 1;
}
goto LAB_00a0732a;
}
}
pvVar6 = *(void **)(this + 0x468);
LAB_00a0732a:
*(int *)(this + 0x474) = iVar5;
iVar7 = iVar1 * 4;
iVar5 = (iVar5 - iVar1) + -1;
*(void **)(this + 0x478) = pvVar6;
if (0 < iVar5) {
_V_memmove((void *)((int)pvVar6 + iVar7 + 4),(void *)((int)pvVar6 + iVar7),iVar5 * 4);
pvVar6 = *(void **)(this + 0x468);
}
if ((undefined4 *)(iVar7 + (int)pvVar6) != (undefined4 *)0x0) {
*(undefined4 *)(iVar7 + (int)pvVar6) = local_30;
}
CBasePlayer::EnableControl(param_1,false);
if (param_1[0x1ac8] != (CBasePlayer)0x0) {
(**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1ac8);
param_1[0x1ac8] = (CBasePlayer)0x0;
}
CBasePlayer::SetViewEntity(param_1,(CBaseEntity *)this);
uVar9 = *(uint *)(param_1 + 0x1a7c) | 0x77b;
if (*(uint *)(param_1 + 0x1a7c) != uVar9) {
(**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1a7c);
*(uint *)(param_1 + 0x1a7c) = uVar9;
}
uVar9 = *(uint *)(param_1 + 0x1d84);
if (((((uVar9 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar9 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar8 + 8) == uVar9 >> 0xc)) &&
(this_00 = *(CBaseEntity **)(puVar8 + 4), this_00 != (CBaseEntity *)0x0)) &&
(((param_1 == (CBasePlayer *)this_00 ||
(*(char **)(this_00 + 0x7c) == "point_viewcontrol_multiplayer")) ||
((cVar3 = CBaseEntity::ClassMatchesComplex(this_00,"point_viewcontrol_multiplayer"),
cVar3 != '\0' ||
((*(char **)(this_00 + 0x7c) == "point_viewcontrol_survivor" ||
(cVar3 = CBaseEntity::ClassMatchesComplex(this_00,"point_viewcontrol_survivor"),
cVar3 != '\0')))))))) {
CBasePlayer::ClearZoomOwner(param_1);
}
CBasePlayer::SetFOV(param_1,(CBaseEntity *)this,(int)*(float *)(this + 0x47c),
*(float *)(this + 0x480),0);
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.