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 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.