CCSGameRules::ShowSpawnPoints
0x00437880 · 597 bytes · __thiscall
_ZN12CCSGameRules15ShowSpawnPointsEv
Decompiled
undefined (1 param)
/* CCSGameRules::ShowSpawnPoints() */
void __thiscall CCSGameRules::ShowSpawnPoints(CCSGameRules *this)
{
char cVar1;
int iVar2;
int iVar3;
CBaseEntity *this_00;
CBaseEntity *this_01;
int iVar4;
int iVar5;
this_01 = (CBaseEntity *)0x0;
while( true ) {
this_01 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,this_01,"info_player_terrorist");
this_00 = (CBaseEntity *)0x0;
if (this_01 == (CBaseEntity *)0x0) break;
cVar1 = (**(code **)(*(int *)this + 0x124))(this,this_01,0);
if (cVar1 == '\0') {
iVar2 = (**(code **)(*g_pGameRules + 0x7c))();
iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
if (((byte)this_01[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_01);
}
iVar5 = 0;
iVar4 = 0xff;
}
else {
iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
if (((byte)this_01[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_01);
}
iVar5 = 0xff;
iVar4 = 0;
}
NDebugOverlay::Box((Vector *)(this_01 + 0x2e0),(Vector *)(iVar3 + 0xc),(Vector *)(iVar2 + 0x18),
iVar4,iVar5,0,200,600.0);
}
while( true ) {
this_00 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,this_00,"info_zombie_spawn");
if (this_00 == (CBaseEntity *)0x0) break;
cVar1 = (**(code **)(*(int *)this + 0x124))(this,this_00,0);
if (cVar1 == '\0') {
iVar2 = (**(code **)(*g_pGameRules + 0x7c))();
iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
iVar5 = 0;
iVar4 = 0xff;
}
else {
iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
iVar5 = 0xff;
iVar4 = 0;
}
NDebugOverlay::Box((Vector *)(this_00 + 0x2e0),(Vector *)(iVar3 + 0xc),(Vector *)(iVar2 + 0x18),
iVar4,iVar5,0,200,600.0);
}
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.