L L4D2node

CGasCan::OnActionComplete

0x00539280 · 481 bytes · __thiscall

_ZN7CGasCan16OnActionCompleteEP13CTerrorPlayerP11CBaseEntity

Decompiled

undefined (3 params)

/* CGasCan::OnActionComplete(CTerrorPlayer*, CBaseEntity*) */

void __thiscall CGasCan::OnActionComplete(CGasCan *this,CTerrorPlayer *param_1,CBaseEntity *param_2)

{
  code *pcVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  int *piVar4;
  undefined4 *puVar5;
  int in_GS_OFFSET;
  undefined4 local_134 [2];
  CFmtStrN<256> local_12c [5];
  undefined1 local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if ((*(int *)(scavenge_cluster_remove_on_pour._28_4_ + 0x30) != 0) &&
     (piVar4 = (int *)(**(code **)(*(int *)this + 0x72c))(this), piVar4 != (int *)0x0)) {
    local_134[0] = 0xffffffff;
    puVar5 = (undefined4 *)(**(code **)(*piVar4 + 0xc))(piVar4);
    local_134[0] = *puVar5;
    CDirectorScavengeMode::ClearScavengeItem
              (*(CDirectorScavengeMode **)(TheDirector + 0x644),local_134);
  }
  CCarriedProp::OnActionComplete((CCarriedProp *)this,param_1,param_2);
  CDirector::IncrementScavengeTeamScore(TheDirector,2,(CBaseEntity *)param_1);
  uVar2 = CTerrorGameRules::GetScavengeTeamScore(g_pGameRules,2,-1);
  pcVar1 = *(code **)(*(int *)param_1 + 0x7b4);
  uVar3 = GetNumCansToWin();
  CFmtStrN<256>::CFmtStrN(local_12c,"Score:%d,ToWin:%d",uVar2,uVar3);
  CAI_Concept::CAI_Concept((CAI_Concept *)local_134,"PlayerPourFinished");
  (*pcVar1)(param_1,(CAI_Concept *)local_134,1,local_127,0,0,0);
  piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                            (gameeventmanager,"gascan_pour_completed",0,0);
  if (piVar4 != (int *)0x0) {
    pcVar1 = *(code **)(*piVar4 + 0x30);
    uVar2 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
    (*pcVar1)(piVar4,"userid",uVar2);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)