CDirector::SetLotteryTank
0x00872810 · 126 bytes · __thiscall
_ZN9CDirector14SetLotteryTankEP11CBaseEntityb
Decompiled
undefined (3 params)
/* CDirector::SetLotteryTank(CBaseEntity*, bool) */
void __thiscall CDirector::SetLotteryTank(CDirector *this,CBaseEntity *param_1,bool param_2)
{
Tank *this_00;
undefined4 *puVar1;
ReleaseLotteryTank(this);
if (param_2) {
if (param_1 == (CBaseEntity *)0x0) {
LAB_00872884:
*(undefined4 *)(this + 400) = 0xffffffff;
return;
}
this_00 = (Tank *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&Tank::typeinfo,0);
if (this_00 != (Tank *)0x0) {
Tank::EnterStasis(this_00);
}
}
else if (param_1 == (CBaseEntity *)0x0) goto LAB_00872884;
puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 400) = *puVar1;
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.