CCSPlayer::RescueZoneTouch
0x00652130 · 114 bytes · __cdecl
_ZN9CCSPlayer15RescueZoneTouchER11inputdata_t
Decompiled
undefined (1 param)
/* CCSPlayer::RescueZoneTouch(inputdata_t&) */
void CCSPlayer::RescueZoneTouch(inputdata_t *param_1)
{
CBaseEdict *this;
int iVar1;
if (param_1[0x2844] != (inputdata_t)0x1) {
if (param_1[0x6c] == (inputdata_t)0x0) {
this = *(CBaseEdict **)(param_1 + 0x30);
if (this != (CBaseEdict *)0x0) {
*(uint *)this = *(uint *)this | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
param_1[0x70] = (inputdata_t)((byte)param_1[0x70] | 1);
}
param_1[0x2844] = (inputdata_t)0x1;
}
iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if ((iVar1 == 3) && ((*(uint *)(param_1 + 0x2390) & 0x20000) == 0)) {
*(uint *)(param_1 + 0x2390) = *(uint *)(param_1 + 0x2390) | 0x20000;
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.