CCSPlayer::OnLeaveActiveState
0x00659ca0 · 333 bytes · __thiscall
_ZN9CCSPlayer18OnLeaveActiveStateEv
Decompiled
undefined (1 param)
/* CCSPlayer::OnLeaveActiveState() */
void __thiscall CCSPlayer::OnLeaveActiveState(CCSPlayer *this)
{
CBaseEdict *pCVar1;
int iVar2;
CBasePlayer::SetArmorValue((CBasePlayer *)this,0);
if (this[0x23e0] != (CCSPlayer)0x0) {
if (this[0x6c] == (CCSPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
}
this[0x23e0] = (CCSPlayer)0x0;
}
if (this[0x2429] != (CCSPlayer)0x0) {
if (this[0x6c] == (CCSPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
}
this[0x2429] = (CCSPlayer)0x0;
}
if (this[0x242a] != (CCSPlayer)0x0) {
if (this[0x6c] == (CCSPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
}
this[0x242a] = (CCSPlayer)0x0;
}
if (this[0x23e1] != (CCSPlayer)0x0) {
if (this[0x6c] == (CCSPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
this[0x23e1] = (CCSPlayer)0x0;
}
else {
this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
this[0x23e1] = (CCSPlayer)0x0;
}
}
(**(code **)(*(int *)this + 0x5fc))(this,0);
SetProgressBarTime(this,0.0);
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.