CInfoDirector::InputRefreshInitialSpawnPositions
0x00884be0 · 357 bytes · __cdecl
_ZN13CInfoDirector33InputRefreshInitialSpawnPositionsER11inputdata_t
Decompiled
undefined (1 param)
/* CInfoDirector::InputRefreshInitialSpawnPositions(inputdata_t&) */
void CInfoDirector::InputRefreshInitialSpawnPositions(inputdata_t *param_1)
{
int *piVar1;
CTerrorPlayer *this;
int iVar2;
undefined1 local_60 [12];
int local_54 [5];
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
int local_30 [8];
local_54[0] = 0;
local_54[1] = 0;
local_54[2] = 0;
local_54[3] = 0;
local_54[4] = 0;
/* try { // try from 00884c12 to 00884c79 has its CatchHandler @ 00884d45 */
ForEachSurvivor<SurvivorCollector>((SurvivorCollector *)local_54);
if (0 < local_54[3]) {
iVar2 = 0;
do {
piVar1 = *(int **)(local_54[0] + iVar2 * 4);
if (piVar1 != (int *)0x0) {
GetPlayerSpawnPosition(8,local_60,(PlayerCollector *)&local_40,0);
(**(code **)(*piVar1 + 0x1dc))(piVar1,local_60,(PlayerCollector *)&local_40,0);
(**(code **)(*piVar1 + 0x534))(piVar1);
}
iVar2 = iVar2 + 1;
} while (iVar2 < local_54[3]);
}
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0;
local_30[3] = 0;
local_30[4] = 0;
local_40 = 3;
local_3c = 4;
local_38 = 3;
local_34 = 9;
/* try { // try from 00884cc4 to 00884cf1 has its CatchHandler @ 00884d5a */
ForEachPlayer<PlayerCollector>((PlayerCollector *)&local_40);
iVar2 = 0;
if (0 < local_30[3]) {
do {
this = *(CTerrorPlayer **)(local_30[0] + iVar2 * 4);
if (this != (CTerrorPlayer *)0x0) {
CTerrorPlayer::WarpGhostToInitialPosition(this,true);
}
iVar2 = iVar2 + 1;
} while (iVar2 < local_30[3]);
}
local_30[3] = 0;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_30);
local_30[4] = local_30[0];
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_30);
local_54[3] = 0;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_54);
local_54[4] = local_54[0];
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_54);
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.