CFirstAidKit::ShouldContinueAction
0x00536f70 · 435 bytes · __thiscall
_ZN12CFirstAidKit20ShouldContinueActionEP13CTerrorPlayerP11CBaseEntityi
Decompiled
undefined (4 params)
/* CFirstAidKit::ShouldContinueAction(CTerrorPlayer*, CBaseEntity*, int) */
undefined4 __thiscall
CFirstAidKit::ShouldContinueAction
(CFirstAidKit *this,CTerrorPlayer *param_1,CBaseEntity *param_2,int param_3)
{
code *pcVar1;
char cVar2;
undefined4 uVar3;
int *piVar4;
undefined4 uVar5;
char *pcVar6;
undefined4 *puVar7;
undefined4 local_50;
CAI_Concept local_4c [8];
undefined4 local_44;
undefined4 local_40;
AI_CriteriaSet local_3c [44];
uVar3 = CBaseBackpackItem::ShouldContinueAction((CBaseBackpackItem *)this,param_1,param_2,param_3)
;
if ((char)uVar3 == '\0') {
if ((param_2 == (CBaseEntity *)0x0) ||
(cVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), cVar2 == '\0')) {
param_2 = (CBaseEntity *)0x0;
}
piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"heal_interrupted",0,0)
;
if (piVar4 != (int *)0x0) {
pcVar1 = *(code **)(*piVar4 + 0x30);
uVar5 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
(*pcVar1)(piVar4,"userid",uVar5);
pcVar1 = *(code **)(*piVar4 + 0x30);
uVar5 = (**(code **)(*engine + 0x40))(engine,*(int *)(param_2 + 0x30));
(*pcVar1)(piVar4,"subject",uVar5);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
}
AI_CriteriaSet::AI_CriteriaSet(local_3c);
/* try { // try from 0053707c to 00537100 has its CatchHandler @ 00537129 */
pcVar6 = (char *)SurvivorCharacterName(*(undefined4 *)(param_1 + 0x2ba0));
AI_CriteriaSet::AppendCriteria(local_3c,"Subject",pcVar6,1.0);
if (param_2 == (CBaseEntity *)0x0) {
local_50 = 0xffffffff;
}
else {
puVar7 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
local_50 = *puVar7;
}
CAI_Concept::CAI_Concept(local_4c,"HealMeInterrupted");
local_44 = 2;
local_40 = local_50;
CResponseQueue::Add((CResponseQueue *)g_ResponseQueueManager._12_4_,local_4c,local_3c,
*(float *)(gpGlobals + 0xc),(CFollowupTargetSpec_t *)&local_44,
(CBaseEntity *)param_1);
AI_CriteriaSet::~AI_CriteriaSet(local_3c);
return uVar3;
}
return uVar3;
}
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.