SurvivorBody::Upkeep
0x009376c0 · 136 bytes · __thiscall
_ZN12SurvivorBody6UpkeepEv
Decompiled
undefined (1 param)
/* SurvivorBody::Upkeep() */
void __thiscall SurvivorBody::Upkeep(SurvivorBody *this)
{
uint uVar1;
char cVar2;
int *piVar3;
undefined *puVar4;
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
piVar3 = (int *)(**(code **)(*piVar3 + 0xb4))(piVar3);
if (piVar3 != (int *)0x0) {
cVar2 = (**(code **)(*piVar3 + 0x16c))(piVar3);
if (cVar2 != '\0') goto LAB_009376f6;
}
piVar3 = (int *)0x0;
LAB_009376f6:
uVar1 = piVar3[0x822];
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
((piVar3 != *(int **)(puVar4 + 4) && (*(int *)(puVar4 + 4) != 0)))) {
return;
}
PlayerBody::Upkeep((PlayerBody *)this);
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.