CTerrorGameRules::CleanUpMap()::CTerrorMapEntityFilter::ShouldCreateEntity
0x00506380 · 125 bytes · __thiscall
_ZZN16CTerrorGameRules10CleanUpMapEvEN22CTerrorMapEntityFilter18ShouldCreateEntityEPKc
Decompiled
undefined (2 params)
/* ShouldCreateEntity(char const*) */
undefined4 __thiscall
CTerrorGameRules::CleanUpMap()::CTerrorMapEntityFilter::ShouldCreateEntity
(CTerrorMapEntityFilter *this,char *param_1)
{
char cVar1;
cVar1 = IsVersusMode();
if ((cVar1 == '\0') ||
(cVar1 = CDirectorItemManager::ShouldRecreateEntityOnCleanupMap
(*(CDirectorItemManager **)(TheDirector + 0x62c),param_1), cVar1 != '\0')) {
cVar1 = FindInList((char **)s_TerrorPreserveEnts,param_1);
if (cVar1 == '\0') {
return 1;
}
if (*(uint *)(this + 4) != 0xffff) {
*(uint *)(this + 4) =
(uint)*(ushort *)(g_MapEntityRefs + (*(uint *)(this + 4) & 0xffff) * 0xc + 10);
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.