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 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.