CTerrorGameRules::IncreaseSurvivalExploitAmount
0x00505000 · 360 bytes · __thiscall
_ZN16CTerrorGameRules29IncreaseSurvivalExploitAmountEfPK11CBaseEntity
Decompiled
undefined (3 params)
/* CTerrorGameRules::IncreaseSurvivalExploitAmount(float, CBaseEntity const*) */
void __thiscall
CTerrorGameRules::IncreaseSurvivalExploitAmount
(CTerrorGameRules *this,float param_1,CBaseEntity *param_2)
{
uint uVar1;
char cVar2;
undefined4 *puVar3;
undefined *puVar4;
if ((((((param_2 != (CBaseEntity *)0x0) &&
(cVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), cVar2 != '\0')) &&
(cVar2 = (**(code **)(*(int *)param_2 + 0x778))(param_2), cVar2 == '\0')) &&
((cVar2 = (**(code **)(*(int *)param_2 + 0x7e8))(param_2), cVar2 == '\0' &&
(param_2[0x39f1] == (CBaseEntity)0x0)))) &&
((((uVar1 = *(uint *)(param_2 + 0x33c4), uVar1 == 0xffffffff ||
((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)))) || (*(int *)(puVar4 + 4) == 0)) &&
(((((uVar1 = *(uint *)(param_2 + 0x3e68), uVar1 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) &&
(((uVar1 = *(uint *)(param_2 + 0x3e48), uVar1 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar4 + 8) != uVar1 >> 0xc || (*(int *)(puVar4 + 4) == 0)))))))))) &&
(((uVar1 = *(uint *)(param_2 + 0x3ee0), uVar1 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar4 + 8) != uVar1 >> 0xc || (*(int *)(puVar4 + 4) == 0)))))) {
puVar3 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
*(undefined4 *)(this + 0x314) = *puVar3;
*(float *)(this + 0x318) = param_1 + *(float *)(this + 0x318);
}
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.