CDirector::OnSurvivorAdded
0x00874650 · 155 bytes · __cdecl
_ZN9CDirector15OnSurvivorAddedEP13CTerrorPlayer
Decompiled
undefined (1 param)
/* CDirector::OnSurvivorAdded(CTerrorPlayer*) */
void CDirector::OnSurvivorAdded(CTerrorPlayer *param_1)
{
undefined4 uVar1;
CBasePlayer *pCVar2;
char *pcVar3;
uVar1 = UTIL_HumansOnTeam(2,true);
*(undefined4 *)(param_1 + 0x288) = uVar1;
if (*(int *)(DirectorDebug._28_4_ + 0x30) != 0) {
pCVar2 = (CBasePlayer *)UTIL_PlayerByIndex(1);
if (pCVar2 != (CBasePlayer *)0x0) {
pcVar3 = (char *)UTIL_VarArgs("SurvivorTeamCount = %d",*(undefined4 *)(param_1 + 0x288));
ClientPrint(pCVar2,3,pcVar3,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
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.