SurvivorBot::IsEscortingHumanPlayers
0x00939790 · 126 bytes · __thiscall
_ZN11SurvivorBot23IsEscortingHumanPlayersEv
Decompiled
undefined (1 param)
/* SurvivorBot::IsEscortingHumanPlayers() */
undefined4 __thiscall SurvivorBot::IsEscortingHumanPlayers(SurvivorBot *this)
{
char cVar1;
SurvivorTeamSituation *this_00;
undefined4 uVar2;
this_00 = (SurvivorTeamSituation *)GetTeamSituation(this);
cVar1 = SurvivorTeamSituation::IsSurvivingTeamAllBots(this_00);
if (cVar1 != '\0') {
return 0;
}
cVar1 = CDirector::IsFinale(TheDirector);
if (((cVar1 == '\0') && (*(char *)(*(int *)(TheDirector + 0x638) + 0x111) == '\0')) &&
(cVar1 = CTerrorGameRules::HasPlayerControlledZombies(), cVar1 == '\0')) {
if (*(int *)(survivorbot_escort._28_4_ + 0x30) != 0) {
return 1;
}
uVar2 = CDirectorChallengeMode::ShouldEscortHumanPlayers
(*(CDirectorChallengeMode **)(TheDirector + 0x648));
return uVar2;
}
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.