CFirstAidKit::OnStopAction
0x00536e20 · 215 bytes · __thiscall
_ZN12CFirstAidKit12OnStopActionEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* CFirstAidKit::OnStopAction(CTerrorPlayer*) */
void __thiscall CFirstAidKit::OnStopAction(CFirstAidKit *this,CTerrorPlayer *param_1)
{
code *pcVar1;
int *piVar2;
undefined4 uVar3;
(**(code **)(*(int *)param_1 + 0x7fc))(param_1,0x2e,0);
CBaseEntity::StopSound((CBaseEntity *)param_1,"Player.BandagingWounds");
piVar2 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"heal_end",0,0);
if (piVar2 != (int *)0x0) {
pcVar1 = *(code **)(*piVar2 + 0x30);
uVar3 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
(*pcVar1)(piVar2,"userid",uVar3);
pcVar1 = *(code **)(*piVar2 + 0x30);
uVar3 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
(*pcVar1)(piVar2,"subject",uVar3);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar2,0);
}
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.