L L4D2node

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 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)