L L4D2node

CTriggerCameraMultiplayer::Enable

0x00a07600 · 185 bytes · __thiscall

_ZN25CTriggerCameraMultiplayer6EnableEv

Decompiled

undefined (1 param)

/* CTriggerCameraMultiplayer::Enable() */

void __thiscall CTriggerCameraMultiplayer::Enable(CTriggerCameraMultiplayer *this)

{
  int iVar1;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  int local_20 [5];
  
  CMoveableCamera::Enable((CMoveableCamera *)this);
  local_20[0] = 0;
  local_20[1] = 0;
  local_20[2] = 0;
  local_20[3] = 0;
  local_20[4] = 0;
  local_30 = 0xffffffff;
  local_2c = 7;
  local_28 = 3;
  local_24 = 9;
                    /* try { // try from 00a07658 to 00a07691 has its CatchHandler @ 00a076b9 */
  ForEachPlayer<PlayerCollector>((PlayerCollector *)&local_30);
  iVar1 = 0;
  if (0 < local_20[3]) {
    do {
      AddPlayer(this,*(CBasePlayer **)(local_20[0] + iVar1 * 4));
      iVar1 = iVar1 + 1;
    } while (iVar1 < local_20[3]);
  }
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
  local_20[3] = 0;
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_20);
  local_20[4] = local_20[0];
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_20);
  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)