SurvivorRescueBarricadedFriend::ShouldGiveUp
0x0092a500 · 104 bytes · __thiscall
_ZNK30SurvivorRescueBarricadedFriend12ShouldGiveUpEP11SurvivorBot
Decompiled
undefined (2 params)
/* SurvivorRescueBarricadedFriend::ShouldGiveUp(SurvivorBot*) const */
undefined4 __thiscall
SurvivorRescueBarricadedFriend::ShouldGiveUp
(SurvivorRescueBarricadedFriend *this,SurvivorBot *param_1)
{
uint uVar1;
char cVar2;
undefined4 uVar3;
undefined *puVar4;
uVar1 = *(uint *)(this + 0x34);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(*(CSurvivorRescue **)(puVar4 + 4) != (CSurvivorRescue *)0x0)) {
cVar2 = CSurvivorRescue::IsCallingForHelp(*(CSurvivorRescue **)(puVar4 + 4));
if (cVar2 != '\0') {
uVar3 = SurvivorUseObject::ShouldGiveUp((SurvivorUseObject *)this,param_1);
return uVar3;
}
}
return 1;
}
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.