WarpToBattlefield
0x009008b0 · 95 bytes · unknown
_Z17WarpToBattlefieldv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* WarpToBattlefield() */
void WarpToBattlefield(void)
{
byte bVar1;
int iVar2;
int local_10 [2];
if (0 < DAT_00fe6000) {
iVar2 = 0;
local_10[0] = *TheNavAreas;
bVar1 = *(byte *)(local_10[0] + 0x12d);
while( true ) {
if ((bVar1 & 1) != 0) {
ForEachTerrorPlayer<WarpSurvivorsToArea>((WarpSurvivorsToArea *)local_10);
return;
}
iVar2 = iVar2 + 1;
if (iVar2 == DAT_00fe6000) break;
local_10[0] = TheNavAreas[iVar2];
bVar1 = *(byte *)(local_10[0] + 0x12d);
}
}
DevMsg("No battlefield could be found.\n");
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.