InfoChangelevelPlayerCollector::operator()
0x00869780 · 391 bytes · __thiscall
_ZN30InfoChangelevelPlayerCollectorclEP20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* InfoChangelevelPlayerCollector::TEMPNAMEPLACEHOLDERVALUE(CBaseCombatCharacter*) */
undefined4 __thiscall
InfoChangelevelPlayerCollector::operator()
(InfoChangelevelPlayerCollector *this,CBaseCombatCharacter *param_1)
{
char cVar1;
int iVar2;
CTerrorPlayer *local_10 [2];
cVar1 = (**(code **)(*(int *)param_1 + 300))(param_1);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar1 == '\0') {
local_10[0] = (CTerrorPlayer *)0x0;
}
else {
local_10[0] = (CTerrorPlayer *)param_1;
cVar1 = (**(code **)(*(int *)param_1 + 0x558))(param_1);
if (cVar1 != '\0') {
return 1;
}
}
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if (iVar2 == 2) {
if (local_10[0] != (CTerrorPlayer *)0x0) {
cVar1 = CBaseTrigger::IsTouching(*(CBaseTrigger **)(this + 0x2c),(CBaseEntity *)param_1);
if ((((cVar1 == '\0') || (param_1[0x186] == (CBaseCombatCharacter)0x8)) ||
(iVar2 = (**(code **)(*(int *)param_1 + 0x52c))(param_1), iVar2 == 0)) ||
(iVar2 = (**(code **)(*(int *)param_1 + 0x52c))(param_1),
(*(byte *)(iVar2 + 0x12d) & 8) == 0)) {
CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)(this + 0x14),
*(int *)(this + 0x20),local_10);
this[0x29] = (InfoChangelevelPlayerCollector)0x1;
}
else {
CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)this,
*(int *)(this + 0xc),local_10);
cVar1 = CDirector::IsAllBotSurvivorTeam();
if ((cVar1 != '\0') ||
(cVar1 = (**(code **)(*(int *)local_10[0] + 0x778))(local_10[0]), cVar1 == '\0')) {
this[0x2a] = (InfoChangelevelPlayerCollector)0x1;
}
}
}
}
else if (((iVar2 == 3) &&
(cVar1 = CBaseTrigger::IsTouching
(*(CBaseTrigger **)(this + 0x2c),(CBaseEntity *)param_1),
cVar1 != '\0')) &&
((iVar2 = (**(code **)(*(int *)param_1 + 0x52c))(param_1), iVar2 != 0 &&
(iVar2 = (**(code **)(*(int *)param_1 + 0x52c))(param_1),
(*(byte *)(iVar2 + 0x12d) & 8) != 0)))) {
this[0x28] = (InfoChangelevelPlayerCollector)0x1;
}
}
return 1;
}
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.