L L4D2node

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 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)