CDirectorTacticalServices::GetRandomSurvivor
0x008c0e00 · 218 bytes · __cdecl
_ZNK25CDirectorTacticalServices17GetRandomSurvivorEv
Decompiled
undefined (0 params)
/* CDirectorTacticalServices::GetRandomSurvivor() const */
int * CDirectorTacticalServices::GetRandomSurvivor(void)
{
char cVar1;
int *piVar2;
int iVar3;
int *piVar4;
int iVar5;
int iVar6;
int iVar7;
iVar7 = 0;
piVar2 = (int *)GetGlobalTeam(2);
for (iVar6 = 0; iVar3 = (**(code **)(*piVar2 + 0x354))(piVar2), iVar6 < iVar3; iVar6 = iVar6 + 1)
{
piVar4 = (int *)(**(code **)(*piVar2 + 0x358))(piVar2,iVar6);
cVar1 = (**(code **)(*piVar4 + 300))(piVar4);
iVar7 = (iVar7 + 1) - (uint)(cVar1 == '\0');
}
if (iVar7 != 0) {
iVar3 = 0;
iVar6 = RandomInt(0,iVar7 + -1);
for (iVar7 = 0; iVar5 = (**(code **)(*piVar2 + 0x354))(piVar2), iVar7 < iVar5; iVar7 = iVar7 + 1
) {
piVar4 = (int *)(**(code **)(*piVar2 + 0x358))(piVar2,iVar7);
cVar1 = (**(code **)(*piVar4 + 300))(piVar4);
if (cVar1 != '\0') {
if (iVar3 == iVar6) {
piVar2 = (int *)(**(code **)(*piVar2 + 0x358))(piVar2,iVar7);
if (piVar2 == (int *)0x0) {
return (int *)0x0;
}
cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
if (cVar1 == '\0') {
return (int *)0x0;
}
return piVar2;
}
iVar3 = iVar3 + 1;
}
}
}
return (int *)0x0;
}
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.