CTerrorPlayer::GetSpecialInfectedDominatingMe
0x004f64e0 · 277 bytes · __thiscall
_ZN13CTerrorPlayer30GetSpecialInfectedDominatingMeEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::GetSpecialInfectedDominatingMe() */
int __thiscall CTerrorPlayer::GetSpecialInfectedDominatingMe(CTerrorPlayer *this)
{
uint uVar1;
int iVar2;
undefined *puVar3;
uVar1 = *(uint *)(this + 0x3e48);
if (((((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (iVar2 = *(int *)(puVar3 + 4), iVar2 == 0)) &&
(((((uVar1 = *(uint *)(this + 0x3e68), uVar1 == 0xffffffff ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar3 + 8) != uVar1 >> 0xc || (iVar2 = *(int *)(puVar3 + 4), iVar2 == 0)))) &&
(((uVar1 = *(uint *)(this + 0x33c4), uVar1 == 0xffffffff ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar3 + 8) != uVar1 >> 0xc || (iVar2 = *(int *)(puVar3 + 4), iVar2 == 0))))))
&& ((((uVar1 = *(uint *)(this + 0x3ee0), uVar1 == 0xffffffff ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (iVar2 = *(int *)(puVar3 + 4), iVar2 == 0))))
)) {
uVar1 = *(uint *)(this + 0x2a4c);
if (((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(puVar3 + 4);
}
}
return iVar2;
}
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.