SurvivorGiveItem::SelectItemTypeToGive
0x00931340 · 259 bytes · __cdecl
_ZN16SurvivorGiveItem20SelectItemTypeToGiveEv
Decompiled
undefined (0 params)
/* SurvivorGiveItem::SelectItemTypeToGive() */
undefined4 SurvivorGiveItem::SelectItemTypeToGive(void)
{
char cVar1;
int iVar2;
uint uVar3;
int local_1c [6];
local_1c[0] = 0;
local_1c[1] = 0;
local_1c[2] = 0;
local_1c[3] = 0;
ForEachSurvivor<SurvivorItemStateScan>((SurvivorItemStateScan *)local_1c);
if (local_1c[0] < local_1c[3]) {
cVar1 = CDirectorChallengeMode::TempHealthOnly
(*(CDirectorChallengeMode **)(TheDirector + 0x648));
if (cVar1 == '\0') {
return 0xc;
}
}
else {
cVar1 = CDirectorItemManager::L4D1SurvivorCanGiveItem
(*(CDirectorItemManager **)(TheDirector + 0x62c),0x14);
if (cVar1 != '\0') {
iVar2 = RandomInt(0,100);
if (iVar2 < 2) {
CDirectorItemManager::L4D1SurvivorMarkWeaponAsGiven
(*(CDirectorItemManager **)(TheDirector + 0x62c),0x14);
return 0x14;
}
if (iVar2 < 4) {
CDirectorItemManager::L4D1SurvivorMarkWeaponAsGiven
(*(CDirectorItemManager **)(TheDirector + 0x62c),0x25);
return 0x25;
}
}
uVar3 = RandomInt(0,4);
if (uVar3 < 5) {
return *(undefined4 *)(CSWTCH_2368 + uVar3 * 4);
}
}
return 0xf;
}
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.