CDirectorItemManager::UpdateItems
0x008a56b0 · 795 bytes · __thiscall
_ZN20CDirectorItemManager11UpdateItemsEv
Decompiled
undefined (1 param)
/* CDirectorItemManager::UpdateItems() */
void __thiscall CDirectorItemManager::UpdateItems(CDirectorItemManager *this)
{
char cVar1;
int iVar2;
longdouble lVar3;
float local_10;
if (*(int *)(director_debug_scavenge_items._28_4_ + 0x30) == 0) {
iVar2 = *(int *)(DirectorConvertPills._28_4_ + 0x30);
}
else {
DrawItems<CHandle<CBaseEntity>>(this,"PILLS",(EntityPopulationInfo *)(this + 0x2c));
DrawItems<CHandle<CBaseEntity>>(this,"MOLOTOV",(EntityPopulationInfo *)(this + 0x60));
DrawItems<CHandle<CBaseEntity>>(this,"AMMO",(EntityPopulationInfo *)(this + 0x94));
DrawItems<CHandle<CBaseEntity>>(this,"PIPE BOMB",(EntityPopulationInfo *)(this + 200));
DrawItems<CHandle<CBaseEntity>>(this,"PISTOL",(EntityPopulationInfo *)(this + 0xfc));
DrawItems<CHandle<CBaseEntity>>(this,"MAGNUM",(EntityPopulationInfo *)(this + 0x130));
DrawItems<CHandle<CBaseEntity>>(this,"GAS CAN",(EntityPopulationInfo *)(this + 0x164));
DrawItems<CHandle<CBaseEntity>>(this,"O2 TANK",(EntityPopulationInfo *)(this + 0x1cc));
DrawItems<CHandle<CBaseEntity>>(this,"PROPANE TANK",(EntityPopulationInfo *)(this + 0x198));
DrawItems<CHandle<CBaseEntity>>(this,"MELEE WEAPON",(EntityPopulationInfo *)(this + 0x200));
DrawItems<CHandle<CBaseEntity>>(this,"ADRENALINE",(EntityPopulationInfo *)(this + 0x234));
DrawItems<CHandle<CBaseEntity>>(this,"DEFIBRILLATOR",(EntityPopulationInfo *)(this + 0x268));
DrawItems<CHandle<CBaseEntity>>(this,"VOMIT JAR",(EntityPopulationInfo *)(this + 0x29c));
DrawItems<CHandle<CBaseEntity>>(this,"UPGRADE",(EntityPopulationInfo *)(this + 0x2d0));
DrawItems<CHandle<CBaseEntity>>(this,"UPGRADEPACK",(EntityPopulationInfo *)(this + 0x304));
DrawItems<CHandle<CBaseEntity>>(this,"CHAINSAW",(EntityPopulationInfo *)(this + 0x338));
DrawItems<CHandle<CBaseEntity>>(this,"GRENADE LAUNCHER",(EntityPopulationInfo *)(this + 0x36c));
DrawItems<CHandle<CBaseEntity>>(this,"M60",(EntityPopulationInfo *)(this + 0x3a0));
DrawItems<CHandle<CBaseEntity>>(this,"WEAPONSPAWN",(EntityPopulationInfo *)(this + 0x3d4));
iVar2 = *(int *)(DirectorConvertPills._28_4_ + 0x30);
}
if ((((iVar2 != 0) && (iVar2 = GetDifficulty(), iVar2 != 3)) &&
(cVar1 = CTerrorGameRules::HasPlayerControlledZombies(), cVar1 == '\0')) &&
((cVar1 = CDirectorChallengeMode::AllowPillConversion
(*(CDirectorChallengeMode **)(TheDirector + 0x648)), cVar1 != '\0' &&
(0.0 < *(float *)(this + 0xc))))) {
lVar3 = (longdouble)CountdownTimer::Now();
if ((*(float *)(this + 0xc) <= (float)lVar3) &&
(iVar2 = CDirector::GetHealthkitConversionMode(TheDirector,&local_10), iVar2 == 1)) {
DynamicConvertPillsToKits(this);
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + 5.0 != *(float *)(this + 0xc)) {
(**(code **)(*(int *)(this + 4) + 4))(this + 4,this + 0xc);
*(float *)(this + 0xc) = (float)lVar3 + 5.0;
}
if (*(float *)(this + 8) != 5.0) {
(**(code **)(*(int *)(this + 4) + 4))(this + 4,this + 8);
*(undefined4 *)(this + 8) = 0x40a00000;
}
}
}
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.