CDirectorItemManager::CollectAllItemLocations
0x008a6800 · 728 bytes · __thiscall
_ZN20CDirectorItemManager23CollectAllItemLocationsEv
Decompiled
undefined (1 param)
/* CDirectorItemManager::CollectAllItemLocations() */
void __thiscall CDirectorItemManager::CollectAllItemLocations(CDirectorItemManager *this)
{
char cVar1;
byte bVar2;
bVar2 = false;
*(undefined4 *)(this + 0x428) = 0;
cVar1 = CTerrorGameRules::IsScavengeMode();
if (cVar1 == '\0') {
bVar2 = CTerrorGameRules::IsSurvivalMode();
bVar2 = bVar2 ^ 1;
}
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_molotov_spawn",(EntityPopulationInfo *)(this + 0x60),false,true);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_pipe_bomb_spawn",(EntityPopulationInfo *)(this + 200),false,true);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_vomitjar_spawn",(EntityPopulationInfo *)(this + 0x29c),false,true);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_pain_pills_spawn",(EntityPopulationInfo *)(this + 0x2c),(bool)bVar2,true);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_pistol_spawn",(EntityPopulationInfo *)(this + 0xfc),(bool)bVar2,true);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_pistol_magnum_spawn",(EntityPopulationInfo *)(this + 0x130),(bool)bVar2,
true);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_melee_spawn",(EntityPopulationInfo *)(this + 0x200),(bool)bVar2,true);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_adrenaline_spawn",(EntityPopulationInfo *)(this + 0x234),(bool)bVar2,true)
;
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_defibrillator_spawn",(EntityPopulationInfo *)(this + 0x268),(bool)bVar2,
true);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_ammo_spawn",(EntityPopulationInfo *)(this + 0x94),false,false);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_upgradepack_*",(EntityPopulationInfo *)(this + 0x304),false,false);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"upgrade_*",(EntityPopulationInfo *)(this + 0x2d0),false,false);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_chainsaw_spawn",(EntityPopulationInfo *)(this + 0x338),false,false);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_grenade_launcher_spawn",(EntityPopulationInfo *)(this + 0x36c),false,false
);
CollectItemLocations<CHandle<CBaseEntity>>
(this,"weapon_rifle_m60_spawn",(EntityPopulationInfo *)(this + 0x3a0),false,false);
CollectPropPhysicsLocations<CHandle<CBaseEntity>>
(this,"models/props_junk/gascan001a.mdl",(EntityPopulationInfo *)(this + 0x164));
CollectPropPhysicsLocations<CHandle<CBaseEntity>>
(this,"models/props_equipment/oxygentank01.mdl",(EntityPopulationInfo *)(this + 0x1cc));
CollectPropPhysicsLocations<CHandle<CBaseEntity>>
(this,"models/props_junk/propanecanister001a.mdl",(EntityPopulationInfo *)(this + 0x198)
);
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.