IsCharacterUsedByTransitioningPlayer
0x008f6010 · 222 bytes · __cdecl
_Z36IsCharacterUsedByTransitioningPlayer21SurvivorCharacterType
Decompiled
undefined (1 param)
/* IsCharacterUsedByTransitioningPlayer(SurvivorCharacterType) */
undefined4 IsCharacterUsedByTransitioningPlayer(int param_1)
{
char cVar1;
int iVar2;
undefined4 uVar3;
int iVar4;
cVar1 = CDirector::IsInTransition(TheDirector);
if ((cVar1 != '\0') && (0 < DAT_0100e518)) {
iVar4 = 0;
do {
if (iVar4 != s_placeholderBotIndex) {
iVar2 = KeyValues::GetInt(*(KeyValues **)(g_SavedPlayers + iVar4 * 4),"restoreState",0);
if (iVar2 == 0) {
iVar2 = KeyValues::GetInt(*(KeyValues **)(g_SavedPlayers + iVar4 * 4),"teamNumber",0);
uVar3 = IsASurvivorTeam(iVar2);
if ((char)uVar3 != '\0') {
iVar2 = KeyValues::GetInt(*(KeyValues **)(g_SavedPlayers + iVar4 * 4),"character",0);
if (param_1 == iVar2) {
return uVar3;
}
}
}
}
iVar4 = iVar4 + 1;
} while (iVar4 < DAT_0100e518);
}
return 0;
}
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.