CDirector::CheckForSurvivorsLeavingSafeArea
0x00884a20 · 275 bytes · __thiscall
_ZN9CDirector32CheckForSurvivorsLeavingSafeAreaEv
Decompiled
undefined (1 param)
/* CDirector::CheckForSurvivorsLeavingSafeArea() */
void __thiscall CDirector::CheckForSurvivorsLeavingSafeArea(CDirector *this)
{
int local_3c;
int local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 *local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 *local_10;
if ((this[0x160] == (CDirector)0x0) || (this[0x161] == (CDirector)0x0)) {
local_34 = 0;
local_30 = 0;
local_2c = 0;
local_28 = 0;
local_24 = 0;
local_20 = (undefined4 *)0x0;
local_1c = 0;
local_18 = 0;
local_14 = 0;
local_10 = (undefined4 *)0x0;
local_3c = 0;
local_38 = 0;
/* try { // try from 00884a9a to 00884b30 has its CatchHandler @ 00884b3d */
ForEachPlayer<SurvivorsInSafeArea>((SurvivorsInSafeArea *)&local_3c);
if (0 < local_38) {
if (this[0x160] == (CDirector)0x0) {
OnFirstSurvivorLeftSafeArea(this,(CTerrorPlayer *)*local_20);
}
if ((local_3c == 0) && (this[0x161] == (CDirector)0x0)) {
this[0x161] = (CDirector)0x1;
OnLastSurvivorLeftSafeArea(this);
}
}
local_14 = 0;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_20);
local_10 = local_20;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_20);
local_28 = 0;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_34);
local_24 = local_34;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_34);
}
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.