PlayerCollector::operator()
0x004ee980 · 437 bytes · __thiscall
_ZN15PlayerCollectorclEP11CBasePlayer
Decompiled
undefined (2 params)
/* PlayerCollector::TEMPNAMEPLACEHOLDERVALUE(CBasePlayer*) */
undefined4 __thiscall PlayerCollector::operator()(PlayerCollector *this,CBasePlayer *param_1)
{
char cVar1;
int iVar2;
CTerrorPlayer *local_10;
if ((param_1 == (CBasePlayer *)0x0) ||
(cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 == '\0')) {
iVar2 = *(int *)this;
local_10 = (CTerrorPlayer *)0x0;
}
else {
iVar2 = *(int *)this;
local_10 = (CTerrorPlayer *)param_1;
}
if (iVar2 == -1) {
cVar1 = (**(code **)(*(int *)local_10 + 0x778))(local_10);
}
else {
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)local_10);
if (iVar2 != *(int *)this) {
return 1;
}
if (((iVar2 == 3) && (*(int *)(this + 0xc) != 9)) &&
(iVar2 = (**(code **)(*(int *)local_10 + 0x544))(local_10), iVar2 != *(int *)(this + 0xc))) {
return 1;
}
cVar1 = (**(code **)(*(int *)local_10 + 0x778))(local_10);
}
if (((cVar1 != '\0') || (((byte)this[8] & 1) != 0)) &&
((cVar1 = (**(code **)(*(int *)local_10 + 0x778))(local_10), cVar1 == '\0' ||
(((byte)this[8] & 2) != 0)))) {
cVar1 = (**(code **)(*(int *)local_10 + 300))(local_10);
if ((cVar1 == '\0') && (((byte)this[4] & 1) != 0)) {
CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)(this + 0x10),
*(int *)(this + 0x1c),&local_10);
}
cVar1 = (**(code **)(*(int *)local_10 + 300))(local_10);
if (((cVar1 != '\0') &&
(cVar1 = (**(code **)(*(int *)local_10 + 0x558))(local_10), cVar1 == '\0')) &&
(((byte)this[4] & 2) != 0)) {
CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)(this + 0x10),
*(int *)(this + 0x1c),&local_10);
}
cVar1 = (**(code **)(*(int *)local_10 + 300))(local_10);
if (((cVar1 != '\0') &&
(cVar1 = (**(code **)(*(int *)local_10 + 0x558))(local_10), cVar1 != '\0')) &&
(((byte)this[4] & 4) != 0)) {
CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)(this + 0x10),
*(int *)(this + 0x1c),&local_10);
}
}
return 1;
}
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.