SurvivorLiberateBesiegedFriend::SurvivorLiberateBesiegedFriend
0x0091de30 · 163 bytes · __thiscall
_ZN30SurvivorLiberateBesiegedFriendC1EP13CTerrorPlayerP6ActionI11SurvivorBotE
Decompiled
undefined (3 params)
/* SurvivorLiberateBesiegedFriend::SurvivorLiberateBesiegedFriend(CTerrorPlayer*,
Action<SurvivorBot>*) */
void __thiscall
SurvivorLiberateBesiegedFriend::SurvivorLiberateBesiegedFriend
(SurvivorLiberateBesiegedFriend *this,CTerrorPlayer *param_1,Action *param_2)
{
undefined4 *puVar1;
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 8) = 0;
this[0x30] = (SurvivorLiberateBesiegedFriend)0x0;
this[0x31] = (SurvivorLiberateBesiegedFriend)0x0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined ***)this = &PTR__SurvivorLiberateBesiegedFriend_00d01c88;
*(undefined ***)(this + 4) = &PTR__SurvivorLiberateBesiegedFriend_00d01df8;
*(undefined4 *)(this + 0x34) = 0xffffffff;
*(undefined ***)(this + 0x38) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x3c) = 0;
*(undefined4 *)(this + 0x40) = 0xbf800000;
if (param_1 != (CTerrorPlayer *)0x0) {
/* try { // try from 0091debe to 0091dec0 has its CatchHandler @ 0091ded3 */
puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x34) = *puVar1;
}
*(Action **)(this + 0x44) = param_2;
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.