SurvivorBot::OnBeginChangeLevel
0x008f6590 · 397 bytes · __thiscall
_ZN11SurvivorBot18OnBeginChangeLevelEPKc
Decompiled
undefined (2 params)
/* SurvivorBot::OnBeginChangeLevel(char const*) */
void __thiscall SurvivorBot::OnBeginChangeLevel(SurvivorBot *this,char *param_1)
{
float fVar1;
float fVar2;
float fVar3;
int iVar4;
CBaseBackpackItem *this_00;
undefined4 uVar5;
KeyValues *local_10;
iVar4 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (((iVar4 == 0) ||
(this_00 = (CBaseBackpackItem *)
__dynamic_cast(iVar4,&CBaseCombatWeapon::typeinfo,&CBaseBackpackItem::typeinfo,0),
this_00 == (CBaseBackpackItem *)0x0)) || (this_00[0x17dc] == (CBaseBackpackItem)0x0)) {
iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
}
else {
CBaseBackpackItem::CompleteAction(this_00);
(**(code **)(*(int *)this + 0x470))(this,this_00,0,0);
UTIL_Remove((CBaseEntity *)this_00);
iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
}
if (iVar4 != 2) {
return;
}
CTerrorPlayer::UpdateMissionStats((CTerrorPlayer *)this);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
fVar1 = *(float *)(this + 0x2e8);
fVar2 = *(float *)(this + 0x2e4);
fVar3 = *(float *)(this + 0x2e0);
uVar5 = CTerrorPlayer::GetClassString((CTerrorPlayer *)this);
UTIL_LogPrintf("Saving %s for map transition at %.0f,%.0f,%.0f\n",uVar5,(double)fVar3,
(double)fVar2,(double)fVar1);
PlayerSaveData::PlayerSaveData((PlayerSaveData *)&local_10,(CTerrorPlayer *)this,"survivorbot");
/* try { // try from 008f66d6 to 008f6703 has its CatchHandler @ 008f672d */
KeyValues::SetString(local_10,"targetMap",param_1);
CUtlVector<SurvivorBotSaveData,CUtlMemory<SurvivorBotSaveData,int>>::InsertBefore
((CUtlVector<SurvivorBotSaveData,CUtlMemory<SurvivorBotSaveData,int>> *)
&g_SavedSurvivorBots,DAT_0100e504,(SurvivorBotSaveData *)&local_10);
CBaseEntity::AddFlag((CBaseEntity *)this,0x20);
KeyValues::deleteThis();
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.