SurvivorCheckpointLeaving::OnPickUp
0x00909d80 · 92 bytes · __thiscall
_ZN25SurvivorCheckpointLeaving8OnPickUpEP11SurvivorBotP11CBaseEntityP20CBaseCombatCharacter
Decompiled
undefined (4 params)
/* SurvivorCheckpointLeaving::OnPickUp(SurvivorBot*, CBaseEntity*, CBaseCombatCharacter*) */
SurvivorCheckpointLeaving * __thiscall
SurvivorCheckpointLeaving::OnPickUp
(SurvivorCheckpointLeaving *this,SurvivorBot *param_1,CBaseEntity *param_2,
CBaseCombatCharacter *param_3)
{
char cVar1;
if (param_3 != (CBaseCombatCharacter *)0x0) {
if (*(char **)(param_3 + 0x7c) != "weapon_first_aid_kit*") {
cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)param_3,"weapon_first_aid_kit*");
if (cVar1 == '\0') goto LAB_00909dae;
}
param_1[0x32] = (SurvivorBot)0x1;
}
LAB_00909dae:
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
return this;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.