L L4D2node

SurvivorBot::OnAwardEarned

0x0093acd0 · 146 bytes · __thiscall

_ZN11SurvivorBot13OnAwardEarnedE9AwardTypeP11CBaseEntity

Decompiled

undefined (3 params)

/* SurvivorBot::OnAwardEarned(AwardType, CBaseEntity*) */

void __thiscall SurvivorBot::OnAwardEarned(SurvivorBot *this,int param_2,undefined4 param_3)

{
  int iVar1;
  longdouble lVar2;
  
  CTerrorPlayer::OnAwardEarned((CTerrorPlayer *)this,param_2,param_3);
  iVar1 = TerrorAward::GetCategoryFromType(param_2);
  if (iVar1 == 2) {
    return;
  }
  if (param_2 != 0x1a) {
    if (param_2 < 0x1b) {
      if (7 < param_2 - 0xeU) {
        return;
      }
    }
    else if (param_2 != 0x51) {
      return;
    }
  }
  lVar2 = (longdouble)RandomFloat(0x3f000000,0x3f800000);
  Say(this,"SurvivorBotAwardHurrah",0,(float)lVar2,0);
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)