CInfoDirector::InputReleaseSurvivorPositions
0x00884b60 · 107 bytes · __cdecl
_ZN13CInfoDirector29InputReleaseSurvivorPositionsER11inputdata_t
Decompiled
undefined (1 param)
/* CInfoDirector::InputReleaseSurvivorPositions(inputdata_t&) */
void CInfoDirector::InputReleaseSurvivorPositions(inputdata_t *param_1)
{
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
local_20 = 0;
local_1c = 0;
local_18 = 0;
local_14 = 0;
local_10 = 0;
/* try { // try from 00884b91 to 00884ba6 has its CatchHandler @ 00884bcb */
ForEachSurvivor<SurvivorCollector>((SurvivorCollector *)&local_20);
CDirector::OnReleaseSurvivorPositions(TheDirector,(CUtlVector *)&local_20);
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);
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.