SurvivorCheckpointReached::ShouldPickUp
0x009170d0 · 53 bytes · __thiscall
_ZNK25SurvivorCheckpointReached12ShouldPickUpEPK8INextBotP11CBaseEntity
Decompiled
undefined (3 params)
/* SurvivorCheckpointReached::ShouldPickUp(INextBot const*, CBaseEntity*) const */
undefined4 __thiscall
SurvivorCheckpointReached::ShouldPickUp
(SurvivorCheckpointReached *this,INextBot *param_1,CBaseEntity *param_2)
{
char cVar1;
if (param_2 == (CBaseEntity *)0x0) {
return 1;
}
if ((*(char **)(param_2 + 0x7c) != "weapon_first_aid_kit*") &&
(cVar1 = CBaseEntity::ClassMatchesComplex(param_2,"weapon_first_aid_kit*"), cVar1 == '\0')) {
return 1;
}
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.