CCSPlayer::State_PreThink_DEATH_WAIT_FOR_KEY
0x0065a340 · 177 bytes · __thiscall
_ZN9CCSPlayer33State_PreThink_DEATH_WAIT_FOR_KEYEv
Decompiled
undefined (1 param)
/* CCSPlayer::State_PreThink_DEATH_WAIT_FOR_KEY() */
void __thiscall CCSPlayer::State_PreThink_DEATH_WAIT_FOR_KEY(CCSPlayer *this)
{
code *pcVar1;
int iVar2;
if ((this[0x186] != (CCSPlayer)0x0) && (((byte)this[0x150] & 1) != 0)) {
CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
}
iVar2 = (**(code **)(*(int *)this + 0x654))(this);
if (iVar2 != 0) {
pcVar1 = *(code **)(*(int *)this + 0x684);
iVar2 = (**(code **)(*(int *)this + 0x654))(this);
if (*(int *)(iVar2 + 0x30) == 0) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(iVar2 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(*pcVar1)(this,0x41000000,0x41000000,iVar2);
}
State_Leave(this,6);
State_Enter(this,6);
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.