L L4D2node

TE_TutorLesson

0x005234e0 · 238 bytes · __cdecl

_Z14TE_TutorLessonP11CBasePlayer15TutorLessonTypeP11CBaseEntity

Decompiled

undefined (3 params)

/* TE_TutorLesson(CBasePlayer*, TutorLessonType, CBaseEntity*) */

void TE_TutorLesson(CBasePlayer *param_1,int param_2,int *param_3)

{
  uint *puVar1;
  uint uVar2;
  undefined *puVar3;
  int iVar4;
  int iVar5;
  undefined **local_3c [11];
  
  CSingleUserPlusObserversFilter::CSingleUserPlusObserversFilter
            ((CSingleUserPlusObserversFilter *)local_3c,param_1,false);
  if (g_TETutorLesson._12_4_ != param_2) {
    g_TETutorLesson._12_4_ = param_2;
  }
  if (param_3 == (int *)0x0) {
    uVar2 = 0xffffffff;
    iVar5 = 0;
  }
  else {
                    /* try { // try from 00523524 to 0052359d has its CatchHandler @ 005235d5 */
    puVar1 = (uint *)(**(code **)(*param_3 + 0xc))(param_3);
    uVar2 = *puVar1;
    if (((uVar2 == 0xffffffff) ||
        (puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar3 + 8) != uVar2 >> 0xc)) {
      iVar5 = 0;
    }
    else {
      iVar5 = *(int *)(puVar3 + 4);
    }
  }
  if (((g_TETutorLesson._16_4_ == -1) ||
      (puVar3 = g_pEntityList + (g_TETutorLesson._16_4_ & 0xfff) * 0x10,
      puVar3 == (undefined *)0xfffffffc)) ||
     (*(uint *)(puVar3 + 8) != (uint)g_TETutorLesson._16_4_ >> 0xc)) {
    iVar4 = 0;
  }
  else {
    iVar4 = *(int *)(puVar3 + 4);
  }
  if (iVar5 != iVar4) {
    g_TETutorLesson._16_4_ = uVar2;
  }
  CBaseTempEntity::Create((CBaseTempEntity *)g_TETutorLesson,(IRecipientFilter *)local_3c,0.0);
  local_3c[0] = &PTR__CSingleUserPlusObserversFilter_00c2f5a8;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)