SurvivorResponseCachedInfo::GetClosestSurvivorTo
0x008749e0 · 67 bytes · __thiscall
_ZN26SurvivorResponseCachedInfo20GetClosestSurvivorToE21SurvivorCharacterType
Decompiled
undefined (2 params)
/* SurvivorResponseCachedInfo::GetClosestSurvivorTo(SurvivorCharacterType) */
int __thiscall
SurvivorResponseCachedInfo::GetClosestSurvivorTo(SurvivorResponseCachedInfo *this,int param_2)
{
int iVar1;
int iVar2;
int iVar3;
iVar2 = 0;
iVar3 = 0x7fffffff;
iVar1 = param_2;
if (param_2 == 0) goto LAB_00874a0b;
do {
if (-1 < iVar3 - *(int *)(this + iVar2 * 4 + param_2 * 0x20)) {
iVar1 = iVar2;
iVar3 = *(int *)(this + iVar2 * 4 + param_2 * 0x20);
}
LAB_00874a0b:
do {
iVar2 = iVar2 + 1;
if (iVar2 == 4) {
return iVar1;
}
} while (iVar2 == param_2);
} while( true );
}
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.