CDirectorScriptedEventManager::PlayMegaMobWarningSounds
0x008bbc90 · 335 bytes · __cdecl
_ZN29CDirectorScriptedEventManager24PlayMegaMobWarningSoundsEv
Decompiled
undefined (0 params)
/* CDirectorScriptedEventManager::PlayMegaMobWarningSounds() */
void CDirectorScriptedEventManager::PlayMegaMobWarningSounds(void)
{
CBaseEntity *this;
code *pcVar1;
char cVar2;
int iVar3;
int iVar4;
CAI_Concept local_48 [8];
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
int local_30 [8];
iVar3 = CDirector::GetCommonInfectedLimit(TheDirector);
if (iVar3 == 0) {
return;
}
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0;
local_30[3] = 0;
local_30[4] = 0;
local_40 = 0xffffffff;
local_3c = 7;
local_38 = 3;
local_34 = 9;
/* try { // try from 008bbcfd to 008bbdb4 has its CatchHandler @ 008bbde9 */
ForEachPlayer<PlayerCollector>((PlayerCollector *)&local_40);
if (0 < local_30[3]) {
iVar3 = 0;
LAB_008bbd24:
do {
this = *(CBaseEntity **)(local_30[0] + iVar3 * 4);
CBaseEntity::EmitSound(this,"MegaMobIncoming",0.0,(float *)0x0);
cVar2 = (**(code **)(*(int *)this + 300))(this);
if (cVar2 != '\0') {
iVar4 = CBaseEntity::GetTeamNumber(this);
if (iVar4 == 2) {
pcVar1 = *(code **)(*(int *)this + 0x7b4);
CAI_Concept::CAI_Concept(local_48,"PlayerWarnMegaMob");
(*pcVar1)(this,local_48,1,0,0,0,0);
iVar3 = iVar3 + 1;
if (local_30[3] <= iVar3) break;
goto LAB_008bbd24;
}
}
iVar3 = iVar3 + 1;
} while (iVar3 < 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);
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.