CDirector::AuditActivePipeBombs
0x008821f0 · 325 bytes · __thiscall
_ZN9CDirector20AuditActivePipeBombsEv
Decompiled
undefined (1 param)
/* CDirector::AuditActivePipeBombs() */
void __thiscall CDirector::AuditActivePipeBombs(CDirector *this)
{
CBaseEntity *pCVar1;
undefined4 *puVar2;
longdouble lVar3;
undefined4 local_20 [4];
lVar3 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x470) <= (float)lVar3) {
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + 1.0 != *(float *)(this + 0x470)) {
(**(code **)(*(int *)(this + 0x468) + 4))(this + 0x468,this + 0x470);
*(float *)(this + 0x470) = (float)lVar3 + 1.0;
}
if (*(float *)(this + 0x46c) != 1.0) {
(**(code **)(*(int *)(this + 0x468) + 4))(this + 0x468,this + 0x46c);
*(undefined4 *)(this + 0x46c) = 0x3f800000;
}
*(undefined4 *)(this + 0x460) = 0;
pCVar1 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"pipe_bomb_projectile");
if (pCVar1 != (CBaseEntity *)0x0) {
do {
local_20[0] = 0xffffffff;
puVar2 = (undefined4 *)(**(code **)(*(int *)pCVar1 + 0xc))(pCVar1);
local_20[0] = *puVar2;
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::InsertBefore
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x454),*(int *)(this + 0x460),(CHandle *)local_20);
pCVar1 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar1,"pipe_bomb_projectile");
} while (pCVar1 != (CBaseEntity *)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.