SurvivorBot::ResetHumanSpectator
0x0093b190 · 361 bytes · __thiscall
_ZN11SurvivorBot19ResetHumanSpectatorEv
Decompiled
undefined (1 param)
/* SurvivorBot::ResetHumanSpectator() */
void __thiscall SurvivorBot::ResetHumanSpectator(SurvivorBot *this)
{
undefined4 uVar1;
CBaseEdict *pCVar2;
int iVar3;
if (*(int *)(this + 0x4308) != 0) {
if (this[0x6c] == (SurvivorBot)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (SurvivorBot)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x4308) = 0;
}
if (*(int *)(this + 0x430c) != 0) {
if (this[0x6c] == (SurvivorBot)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (SurvivorBot)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x430c) = 0;
}
if (*(int *)(this + 0x4330) != 0) {
if (this[0x6c] == (SurvivorBot)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (SurvivorBot)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x4330) = 0;
}
this[0x4335] = (SurvivorBot)0x0;
if (this[0x4310] == (SurvivorBot)0x0) {
this[0x4334] = (SurvivorBot)0x0;
return;
}
if (this[0x6c] == (SurvivorBot)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (SurvivorBot)((byte)this[0x70] | 1);
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(this + 0x78) = 0;
*(undefined4 *)(this + 0x74) = uVar1;
V_strncpy((char *)(this + 0x4310),"",0x20);
this[0x4334] = (SurvivorBot)0x0;
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.