CLogicCase::InputPickRandom
0x006ea950 · 179 bytes · __thiscall
_ZN10CLogicCase15InputPickRandomER11inputdata_t
Decompiled
undefined (2 params)
/* CLogicCase::InputPickRandom(inputdata_t&) */
void __thiscall CLogicCase::InputPickRandom(CLogicCase *this,inputdata_t *param_1)
{
int iVar1;
undefined4 uVar2;
int in_GS_OFFSET;
byte local_20 [16];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
iVar1 = BuildCaseMap(this,local_20);
if (iVar1 < 1) {
uVar2 = CBaseEntity::GetDebugName((CBaseEntity *)this);
DevMsg(1,"Firing PickRandom input on logic_case %s with no cases set up\n",uVar2);
}
else {
iVar1 = (**(code **)(*random_valve + 8))(random_valve,0,iVar1 + -1);
if (local_20[iVar1] < 0x10) {
COutputEvent::FireOutput
((COutputEvent *)(this + (uint)local_20[iVar1] * 0x18 + 0x498),
*(CBaseEntity **)param_1,(CBaseEntity *)this,0.0);
}
}
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.