CFinaleTrigger::StartSurvival
0x004e97e0 · 336 bytes · __thiscall
_ZN14CFinaleTrigger13StartSurvivalEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* CFinaleTrigger::StartSurvival(CTerrorPlayer*) */
void __thiscall CFinaleTrigger::StartSurvival(CFinaleTrigger *this,CTerrorPlayer *param_1)
{
CBaseEdict *this_00;
int iVar1;
char *pcVar2;
undefined4 *puVar3;
int in_GS_OFFSET;
byte bVar4;
undefined4 local_12c;
char *local_128;
char *local_124;
char local_120 [4];
undefined4 local_11c [63];
int local_20;
bVar4 = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (*(int *)(this + 0x1620) != 4) {
if (this[0x6c] == (CFinaleTrigger)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
this[0x70] = (CFinaleTrigger)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x1620) = 4;
}
puVar3 = local_11c;
for (iVar1 = 0x3f; iVar1 != 0; iVar1 = iVar1 + -1) {
*puVar3 = 0;
puVar3 = puVar3 + (uint)bVar4 * -2 + 1;
}
local_120[0] = '\0';
local_120[1] = '\0';
local_120[2] = '\0';
local_120[3] = '\0';
V_strncat(local_120,"TriggeredBy:",0x100,-1);
pcVar2 = (char *)SurvivorCharacterName(*(undefined4 *)(param_1 + 0x2ba0));
V_strncat(local_120,pcVar2,0x100,-1);
local_128 = "FinaleTriggered";
local_12c = 0;
local_124 = local_120;
ForEachTerrorPlayer<DispatchResponseToSurvivors>((DispatchResponseToSurvivors *)&local_12c);
CDirectorSurvivalMode::OnSurvivalRoundStarted
(*(CDirectorSurvivalMode **)(TheDirector + 0x640),0,1);
COutputEvent::FireOutput
((COutputEvent *)(this + 0x15c4),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.