CDirector::OnFinaleEscapeForceSurvivorPositions
0x0088aa30 · 285 bytes · __thiscall
_ZN9CDirector36OnFinaleEscapeForceSurvivorPositionsERK10CUtlVectorIP13CTerrorPlayer10CUtlMemoryIS2_iEE
Decompiled
undefined (2 params)
/* CDirector::OnFinaleEscapeForceSurvivorPositions(CUtlVector<CTerrorPlayer*,
CUtlMemory<CTerrorPlayer*, int> > const&) */
void __thiscall CDirector::OnFinaleEscapeForceSurvivorPositions(CDirector *this,CUtlVector *param_1)
{
int *piVar1;
char cVar2;
int *piVar3;
undefined4 uVar4;
int iVar5;
char *pcVar6;
ClearDSP local_1d [13];
CDirectorChallengeMode::OnFinaleEscapeForceSurvivorPositions(*(CUtlVector **)(this + 0x648));
ForEachSurvivor<ClearDSP>(local_1d);
*(undefined4 *)(this + 0x164) = 2;
piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"finale_vehicle_leaving",0,0);
if (piVar3 != (int *)0x0) {
iVar5 = 0;
if (0 < *(int *)(param_1 + 0xc)) {
do {
pcVar6 = "(INCAP)";
piVar1 = *(int **)(*(int *)param_1 + iVar5 * 4);
cVar2 = (**(code **)(*piVar1 + 0x7e8))(piVar1);
if (cVar2 == '\0') {
pcVar6 = "";
}
piVar1 = *(int **)(*(int *)param_1 + iVar5 * 4);
iVar5 = iVar5 + 1;
uVar4 = (**(code **)(*piVar1 + 0x5ac))(piVar1);
Msg("ESCAPED: %s %s\n",uVar4,pcVar6);
} while (iVar5 < *(int *)(param_1 + 0xc));
}
(**(code **)(*piVar3 + 0x30))(piVar3,"survivorcount",iVar5);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
}
CTerrorGameRules::OnFinaleEscape(g_pGameRules,param_1);
OnForceSurvivorPositions(this,param_1);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.