SurvivorBot::IsAllowedToMoveToRescueVehicle
0x0093deb0 · 85 bytes · __thiscall
_ZN11SurvivorBot30IsAllowedToMoveToRescueVehicleEv
Decompiled
undefined (1 param)
/* SurvivorBot::IsAllowedToMoveToRescueVehicle() */
bool __thiscall SurvivorBot::IsAllowedToMoveToRescueVehicle(SurvivorBot *this)
{
char cVar1;
SurvivorTeamSituation *this_00;
int local_10 [2];
cVar1 = IsEscortingHumanPlayers(this);
if (cVar1 != '\0') {
this_00 = (SurvivorTeamSituation *)GetTeamSituation(this);
cVar1 = SurvivorTeamSituation::IsSurvivingTeamAllBots(this_00);
if (cVar1 == '\0') {
local_10[0] = 0;
ForEachSurvivor<NumHumansInRescueVehicleScan>((NumHumansInRescueVehicleScan *)local_10);
return 0 < local_10[0];
}
}
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.