CPointCommentaryNode::PlayerActivated
0x0064ac00 · 98 bytes · __thiscall
_ZN20CPointCommentaryNode15PlayerActivatedEv
Decompiled
undefined (1 param)
/* CPointCommentaryNode::PlayerActivated() */
void __thiscall CPointCommentaryNode::PlayerActivated(CPointCommentaryNode *this)
{
undefined4 *puVar1;
(**(code **)(*(int *)gamestats + 100))(gamestats);
if (this[0x1488] != (CPointCommentaryNode)0x0) {
FinishCommentary(this,true);
return;
}
StartCommentary(this);
puVar1 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
g_CommentarySystem._92_4_ = *puVar1;
puVar1 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
g_CommentarySystem._96_4_ = *puVar1;
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.