CInfoGameMode::InputPostSpawnActivate
0x008d51d0 · 140 bytes · __cdecl
_ZN13CInfoGameMode22InputPostSpawnActivateER11inputdata_t
Decompiled
undefined (1 param)
/* CInfoGameMode::InputPostSpawnActivate(inputdata_t&) */
void CInfoGameMode::InputPostSpawnActivate(inputdata_t *param_1)
{
char cVar1;
COutputEvent *this;
cVar1 = CTerrorGameRules::IsSurvivalMode();
if (cVar1 == '\0') {
cVar1 = CTerrorGameRules::IsVersusMode();
if (cVar1 == '\0') {
cVar1 = CTerrorGameRules::IsGenericCooperativeMode();
if (cVar1 == '\0') {
cVar1 = CTerrorGameRules::IsScavengeMode();
if (cVar1 == '\0') goto LAB_008d5209;
this = (COutputEvent *)(param_1 + 0x488);
}
else {
this = (COutputEvent *)(param_1 + 0x440);
}
}
else {
this = (COutputEvent *)(param_1 + 0x458);
}
}
else {
this = (COutputEvent *)(param_1 + 0x470);
}
if (this != (COutputEvent *)0x0) {
COutputEvent::FireOutput(this,(CBaseEntity *)0x0,(CBaseEntity *)param_1,0.0);
}
LAB_008d5209:
CEventQueue::ServiceEvents((CEventQueue *)g_EventQueue);
CGlobalEntityList::CleanupDeleteList();
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.