CDirector::OnReleaseSurvivorPositions
0x008743e0 · 60 bytes · __thiscall
_ZN9CDirector26OnReleaseSurvivorPositionsERK10CUtlVectorIP13CTerrorPlayer10CUtlMemoryIS2_iEE
Decompiled
undefined (2 params)
/* CDirector::OnReleaseSurvivorPositions(CUtlVector<CTerrorPlayer*, CUtlMemory<CTerrorPlayer*, int>
> const&) */
void __thiscall CDirector::OnReleaseSurvivorPositions(CDirector *this,CUtlVector *param_1)
{
int iVar1;
int iVar2;
iVar2 = 0;
if (0 < *(int *)(param_1 + 0xc)) {
do {
iVar1 = iVar2 * 4;
iVar2 = iVar2 + 1;
CTerrorPlayer::SetPlayerPositionEntity
(*(CTerrorPlayer **)(*(int *)param_1 + iVar1),(CSurvivorPosition *)0x0);
} while (iVar2 < *(int *)(param_1 + 0xc));
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.