CItemDefibrillator::OnActionComplete
0x005419d0 · 310 bytes · __thiscall
_ZN18CItemDefibrillator16OnActionCompleteEP13CTerrorPlayerP11CBaseEntity
Decompiled
undefined (3 params)
/* CItemDefibrillator::OnActionComplete(CTerrorPlayer*, CBaseEntity*) */
void __thiscall
CItemDefibrillator::OnActionComplete
(CItemDefibrillator *this,CTerrorPlayer *param_1,CBaseEntity *param_2)
{
code *pcVar1;
CSurvivorDeathModel *pCVar2;
CTerrorPlayer *this_00;
int *piVar3;
undefined4 uVar4;
if (param_2 != (CBaseEntity *)0x0) {
pCVar2 = (CSurvivorDeathModel *)
__dynamic_cast(param_2,&CBaseEntity::typeinfo,&CSurvivorDeathModel::typeinfo,0);
if (pCVar2 != (CSurvivorDeathModel *)0x0) {
this_00 = (CTerrorPlayer *)
CTerrorPlayer::GetPlayerByCharacter(*(undefined4 *)(pCVar2 + 0x17d8));
if (this_00 != (CTerrorPlayer *)0x0) {
CTerrorPlayer::OnRevivedByDefibrillator(this_00,param_1,pCVar2);
CBasePlayer::RumbleEffect((CBasePlayer *)param_1,'!','\0','\x04');
piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"defibrillator_used",0,0);
if (piVar3 != (int *)0x0) {
pcVar1 = *(code **)(*piVar3 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
(*pcVar1)(piVar3,"userid",uVar4);
pcVar1 = *(code **)(*piVar3 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this_00 + 0x30));
(*pcVar1)(piVar3,"subject",uVar4);
/* WARNING: Could not recover jumptable at 0x00541afc. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*gameeventmanager + 0x20))();
return;
}
}
}
}
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.