SurvivorBot::CheckIfReadyToLeaveCheckpoint
0x009396f0 · 141 bytes · __thiscall
_ZN11SurvivorBot29CheckIfReadyToLeaveCheckpointEv
Decompiled
undefined (1 param)
/* SurvivorBot::CheckIfReadyToLeaveCheckpoint() */
bool __thiscall SurvivorBot::CheckIfReadyToLeaveCheckpoint(SurvivorBot *this)
{
char cVar1;
int iVar2;
int *piVar3;
iVar2 = (**(code **)(*(int *)this + 0x484))(this,0);
if (iVar2 == 0) {
piVar3 = (int *)(**(code **)(*(int *)this + 0x484))(this,1);
if (piVar3 == (int *)0x0) {
return false;
}
iVar2 = (**(code **)(*piVar3 + 0x638))(piVar3);
if (((iVar2 != 1) || (cVar1 = (**(code **)(*piVar3 + 0x674))(piVar3), cVar1 == '\0')) &&
(iVar2 = (**(code **)(*piVar3 + 0x638))(piVar3), iVar2 != 0x13)) {
iVar2 = (**(code **)(*piVar3 + 0x638))(piVar3);
return iVar2 == 0x20;
}
}
return true;
}
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.