CFuncElevator::FindPlayersOnElevator
0x006beaf0 · 237 bytes · __thiscall
_ZN13CFuncElevator21FindPlayersOnElevatorEP10CUtlVectorIP11CBasePlayer10CUtlMemoryIS2_iEEi
Decompiled
undefined (3 params)
/* CFuncElevator::FindPlayersOnElevator(CUtlVector<CBasePlayer*, CUtlMemory<CBasePlayer*, int> >*,
int) */
void __thiscall
CFuncElevator::FindPlayersOnElevator(CFuncElevator *this,CUtlVector *param_1,int param_2)
{
int iVar1;
int *piVar2;
int iVar3;
int local_50 [5];
CFuncElevator *local_3c;
int local_38;
undefined1 local_34 [12];
undefined1 local_28 [8];
float local_20;
local_50[0] = 0;
local_50[1] = 0;
local_50[2] = 0;
local_50[3] = 0;
local_50[4] = 0;
local_3c = this;
local_38 = param_2;
/* try { // try from 006beb30 to 006beb48 has its CatchHandler @ 006bebf6 */
piVar2 = (int *)(**(code **)(*(int *)this + 0x10))(this);
(**(code **)(*piVar2 + 0x3c))(piVar2,local_34,local_28);
local_20 = local_20 + 71.0;
/* try { // try from 006beb61 to 006bebbf has its CatchHandler @ 006bebe4 */
ForEachPlayer<ElevatorPlayerCollector>((ElevatorPlayerCollector *)local_50);
iVar1 = local_50[3];
*(undefined4 *)(param_1 + 0xc) = 0;
if (local_50[3] != 0) {
CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>>::GrowVector
((CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>> *)param_1,local_50[3]);
CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>>::ShiftElementsRight
((CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>> *)param_1,0,iVar1);
if (0 < iVar1) {
iVar3 = 0;
do {
*(undefined4 *)(*(int *)param_1 + iVar3 * 4) = *(undefined4 *)(local_50[0] + iVar3 * 4);
iVar3 = iVar3 + 1;
} while (iVar3 != iVar1);
}
}
local_50[3] = 0;
CUtlMemory<CBasePlayer*,int>::Purge((CUtlMemory<CBasePlayer*,int> *)local_50);
local_50[4] = local_50[0];
CUtlMemory<CBasePlayer*,int>::Purge((CUtlMemory<CBasePlayer*,int> *)local_50);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.