SurvivorReviveFriend::ShouldHurry
0x009353e0 · 119 bytes · __cdecl
_ZNK20SurvivorReviveFriend11ShouldHurryEPK8INextBot
Decompiled
undefined (1 param)
/* SurvivorReviveFriend::ShouldHurry(INextBot const*) const */
bool SurvivorReviveFriend::ShouldHurry(INextBot *param_1)
{
uint uVar1;
CTerrorPlayer *this;
bool bVar2;
undefined *puVar3;
longdouble lVar4;
uVar1 = *(uint *)(param_1 + 0x34);
bVar2 = false;
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(this = *(CTerrorPlayer **)(puVar3 + 4), this != (CTerrorPlayer *)0x0)) {
lVar4 = (longdouble)CTerrorPlayer::GetTimeSinceAttackedByEnemy(this);
bVar2 = true;
if (3.0 <= (float)lVar4) {
return *(int *)(this + 0x100) < 0x32;
}
}
return bVar2;
}
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.