CInfoDirector::InputScriptedPanicEvent
0x0087df20 · 113 bytes · __thiscall
_ZN13CInfoDirector23InputScriptedPanicEventER11inputdata_t
Decompiled
undefined (2 params)
/* CInfoDirector::InputScriptedPanicEvent(inputdata_t&) */
void __thiscall CInfoDirector::InputScriptedPanicEvent(CInfoDirector *this,inputdata_t *param_1)
{
char cVar1;
char *pcVar2;
int *piVar3;
if (*(int *)(param_1 + 0x18) == 2) {
pcVar2 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar2 = *(char **)(param_1 + 8);
}
}
else {
pcVar2 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
}
CDirector::BeginLocalScript(TheDirector,pcVar2);
piVar3 = *(int **)param_1;
if ((piVar3 == (int *)0x0) || (cVar1 = (**(code **)(*piVar3 + 0x16c))(piVar3), cVar1 == '\0')) {
piVar3 = (int *)0x0;
}
CDirector::OnMapInvokedPanicEvent(TheDirector,piVar3,3);
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.