CBaseTeamObjectiveResource::ObjectiveThink
0x0083a150 · 261 bytes · __thiscall
_ZN26CBaseTeamObjectiveResource14ObjectiveThinkEv
Decompiled
undefined (1 param)
/* CBaseTeamObjectiveResource::ObjectiveThink() */
void __thiscall CBaseTeamObjectiveResource::ObjectiveThink(CBaseTeamObjectiveResource *this)
{
CBaseEdict *this_00;
int iVar1;
CBaseTeamObjectiveResource *__s1;
int iVar2;
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 3.0,(char *)0x0);
if (0 < *(int *)(this + 0x448)) {
iVar2 = 0;
__s1 = this + 0x4d4;
do {
while ((*(int *)(this + (int)(__s1 + (0x9c8 - (int)this))) != 0 &&
(iVar1 = memcmp(__s1,__s1 + 0xa50,4), iVar1 != 0))) {
if (this[0x6c] == (CBaseTeamObjectiveResource)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
this[0x70] = (CBaseTeamObjectiveResource)((byte)this[0x70] | 1);
}
iVar2 = iVar2 + 1;
*(undefined4 *)(this + 0x4d4 + (int)(__s1 + (-0x4d4 - (int)this))) =
*(undefined4 *)(__s1 + 0xa50);
__s1 = __s1 + 4;
if (*(int *)(this + 0x448) <= iVar2) {
return;
}
}
iVar2 = iVar2 + 1;
__s1 = __s1 + 4;
} while (iVar2 < *(int *)(this + 0x448));
}
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.