CDirector::GetThreatType
0x0087c7d0 · 176 bytes · __thiscall
_ZN9CDirector13GetThreatTypeEv
Decompiled
undefined (1 param)
/* CDirector::GetThreatType() */
int __thiscall CDirector::GetThreatType(CDirector *this)
{
int iVar1;
int iVar2;
int iVar3;
iVar1 = *(int *)(this + *(int *)(this + 0x450) * 4 + 0x444);
iVar2 = GetScriptValue(this,"DisallowThreatType",0);
while (((iVar1 == iVar2 || (iVar1 == 8)) &&
((this[0x4f5] == (CDirector)0x0 ||
((iVar3 = RandomInt(1,100), 0x4b < iVar3 || (iVar1 == iVar2))))))) {
iVar1 = *(int *)(this + 0x450) + 1;
*(int *)(this + 0x450) = iVar1;
if (iVar1 < 3) {
iVar1 = *(int *)(this + iVar1 * 4 + 0x444);
}
else {
(**(code **)(*(int *)this + 0x60))(this,9);
iVar1 = *(int *)(this + *(int *)(this + 0x450) * 4 + 0x444);
}
}
return iVar1;
}
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.