CTriggerCamera::Disable
0x00b1a480 · 455 bytes · __thiscall
_ZN14CTriggerCamera7DisableEv
Decompiled
undefined (1 param)
/* CTriggerCamera::Disable() */
void __thiscall CTriggerCamera::Disable(CTriggerCamera *this)
{
uint uVar1;
CBasePlayer *this_00;
undefined4 uVar2;
char cVar3;
undefined *puVar4;
undefined1 local_24 [20];
uVar1 = *(uint *)(this + 0x440);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(this_00 = *(CBasePlayer **)(puVar4 + 4), this_00 != (CBasePlayer *)0x0)) {
cVar3 = (**(code **)(*(int *)this_00 + 300))(this_00);
if (cVar3 != '\0') {
if (((byte)this[0x148] & 0x20) != 0) {
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this_00 + 0x194),*(ushort *)(this_00 + 0x1b4) & 0xfffffffb
);
}
CBasePlayer::SetViewEntity(this_00,(CBaseEntity *)0x0);
CBasePlayer::EnableControl(this_00,true);
if (this_00[0x1ac8] != (CBasePlayer)0x1) {
(**(code **)(*(int *)(this_00 + 0x1a40) + 4))(this_00 + 0x1a40,this_00 + 0x1ac8);
this_00[0x1ac8] = (CBasePlayer)0x1;
}
}
if (((byte)this[0x148] & 0x80) != 0) {
CBasePlayer::SetFOV(this_00,(CBaseEntity *)this,0,*(float *)(this + 0x484),0);
}
uVar2 = *(undefined4 *)(this + 0x498);
if (SUB41(uVar2,0) != this_00[0x105]) {
(**(code **)(*(int *)this_00 + 0x224))(this_00,this_00 + 0x105);
this_00[0x105] = SUB41(uVar2,0);
}
}
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x454) = *(undefined4 *)(gpGlobals + 0xc);
CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)0x0);
COutputEvent::FireOutput
((COutputEvent *)(this + 0x49c),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&vec3_angle);
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
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.