CFirstAidKit::OnActionComplete
0x00537140 · 653 bytes · __thiscall
_ZN12CFirstAidKit16OnActionCompleteEP13CTerrorPlayerP11CBaseEntity
Decompiled
undefined (3 params)
/* CFirstAidKit::OnActionComplete(CTerrorPlayer*, CBaseEntity*) */
void __thiscall
CFirstAidKit::OnActionComplete(CFirstAidKit *this,CTerrorPlayer *param_1,CBaseEntity *param_2)
{
code *pcVar1;
int iVar2;
CBaseEdict *this_00;
char cVar3;
int *piVar4;
undefined4 uVar5;
int iVar6;
char *pcVar7;
undefined4 *puVar8;
float fVar9;
float fVar10;
CAI_Concept local_4c [8];
undefined4 local_44;
undefined4 local_40;
CAI_Concept local_3c [44];
if (param_2 != (CBaseEntity *)0x0) {
cVar3 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
if (cVar3 != '\0') goto LAB_0053716a;
}
param_2 = (CBaseEntity *)0x0;
LAB_0053716a:
fVar9 = *(float *)(FirstAidKitMaxHeal._28_4_ + 0x2c) - (float)*(int *)(param_2 + 0x100);
fVar10 = 0.0;
if (0.0 < fVar9) {
fVar10 = fVar9 * *(float *)(FirstAidKitHealPercent._28_4_ + 0x2c);
}
(**(code **)(*(int *)param_2 + 0x128))(param_2,fVar10,0);
CTerrorPlayer::SetHealthBuffer((CTerrorPlayer *)param_2,0.0);
piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"heal_success",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,*(undefined4 *)(param_2 + 0x30));
(*pcVar1)(piVar4,"subject",uVar5);
(**(code **)(*piVar4 + 0x30))(piVar4,"health_restored",(int)fVar10);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
}
iVar2 = *(int *)(param_1 + 0x3900);
if (param_1[0x6c] == (CTerrorPlayer)0x0) {
this_00 = *(CBaseEdict **)(param_1 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
param_1[0x70] = (CTerrorPlayer)((byte)param_1[0x70] | 1);
}
*(int *)(param_1 + 0x3900) = iVar2 + 1;
pcVar1 = *(code **)(*(int *)param_2 + 0x7b4);
CAI_Concept::CAI_Concept(local_3c,"RelaxedSigh");
(*pcVar1)(param_2,local_3c,1,0,0,0,0);
if (param_1 != (CTerrorPlayer *)param_2) {
AI_CriteriaSet::AI_CriteriaSet((AI_CriteriaSet *)local_3c);
/* try { // try from 00537327 to 005373ac has its CatchHandler @ 005373d9 */
pcVar7 = (char *)SurvivorCharacterName(*(undefined4 *)(param_1 + 0x2ba0));
AI_CriteriaSet::AppendCriteria((AI_CriteriaSet *)local_3c,"Subject",pcVar7,1.0);
puVar8 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
uVar5 = *puVar8;
CAI_Concept::CAI_Concept(local_4c,"HealedByFriend");
local_44 = 2;
local_40 = uVar5;
CResponseQueue::Add((CResponseQueue *)g_ResponseQueueManager._12_4_,local_4c,
(AI_CriteriaSet *)local_3c,*(float *)(gpGlobals + 0xc) + 1.0,
(CFollowupTargetSpec_t *)&local_44,(CBaseEntity *)param_1);
AI_CriteriaSet::~AI_CriteriaSet((AI_CriteriaSet *)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.