CRevertSaved::Use
0x007a95e0 · 246 bytes · __cdecl
_ZN12CRevertSaved3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (4 params)
/* CRevertSaved::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void CRevertSaved::Use(CBaseEntity *param_1)
{
CBaseEntity *this;
code *pcVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined1 local_14 [12];
UTIL_ScreenFadeAll((color32_s *)(param_1 + 0x124),*(float *)(param_1 + 0x444),
*(float *)(param_1 + 0x448),2);
CBaseEntity::SetNextThink
(param_1,*(float *)(param_1 + 0x440) + *(float *)(gpGlobals + 0xc),(char *)0x0);
uVar4 = 0;
uVar3 = 0;
pcVar1 = LoadThink;
uVar2 = 0;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)param_1,(char *)LoadThink);
this = (CBaseEntity *)UTIL_GetLocalPlayer();
if (this != (CBaseEntity *)0x0) {
if (this[0x1c80] != (CBaseEntity)0x1) {
(**(code **)(*(int *)(this + 0x1c7c) + 4))
(this + 0x1c7c,this + 0x1c80,pcVar1,uVar2,uVar3,uVar4);
this[0x1c80] = (CBaseEntity)0x1;
}
CBaseEntity::AddFlag(this,0x8020);
g_ServerGameDLL._4_4_ = 0;
g_ServerGameDLL._8_4_ = 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.