CL4D1SurvivorSpawn::InputSpawnSurvivor
0x008d5800 · 138 bytes · __cdecl
_ZN18CL4D1SurvivorSpawn18InputSpawnSurvivorER11inputdata_t
Decompiled
undefined (1 param)
/* CL4D1SurvivorSpawn::InputSpawnSurvivor(inputdata_t&) */
void CL4D1SurvivorSpawn::InputSpawnSurvivor(inputdata_t *param_1)
{
code *pcVar1;
int *piVar2;
if (*(int *)(param_1 + 0x440) - 4U < 5) {
CDirector::AddSurvivorBot(TheDirector,*(int *)(param_1 + 0x440));
piVar2 = (int *)CTerrorPlayer::GetPlayerByCharacter(*(undefined4 *)(param_1 + 0x440));
if (piVar2 != (int *)0x0) {
pcVar1 = *(code **)(*piVar2 + 0x1dc);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
(*pcVar1)(piVar2,param_1 + 0x2e0,&vec3_angle,&vec3_origin);
return;
}
}
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.