CDirector::SpawnAllScavengeItems
0x00873c90 · 206 bytes · __thiscall
_ZN9CDirector21SpawnAllScavengeItemsEv
Decompiled
undefined (1 param)
/* CDirector::SpawnAllScavengeItems() */
void __thiscall CDirector::SpawnAllScavengeItems(CDirector *this)
{
char cVar1;
int iVar2;
inputdata_t *piVar3;
iVar2 = CDirectorScavengeMode::SpawnAllScavengeItemsNonVirtual
(*(CDirectorScavengeMode **)(this + 0x644));
if (iVar2 < 1) {
*(undefined4 *)(this + 0x3a0) = 0;
piVar3 = (inputdata_t *)0x0;
while( true ) {
piVar3 = (inputdata_t *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)piVar3,
"weapon_scavenge_item_spawn");
if (piVar3 == (inputdata_t *)0x0) break;
CWeaponScavengeItemSpawn::InputSpawnScavengeItem(piVar3);
*(int *)(this + 0x3a0) = *(int *)(this + 0x3a0) + 1;
}
}
else {
*(int *)(this + 0x3a0) = iVar2;
}
if (g_pGameRules != (CTerrorGameRules *)0x0) {
CTerrorGameRules::SetScavengeItemsRemaining(g_pGameRules,*(int *)(this + 0x3a0));
cVar1 = CTerrorGameRules::IsScavengeMode();
if (cVar1 != '\0') {
CTerrorGameRules::SetScavengeItemsGoal(g_pGameRules,*(int *)(this + 0x3a0));
return;
}
}
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.