SurvivorBot::TryGivePillsToPatient
0x00940da0 · 180 bytes · __thiscall
_ZN11SurvivorBot21TryGivePillsToPatientEP13CTerrorPlayerf
Decompiled
undefined (3 params)
/* SurvivorBot::TryGivePillsToPatient(CTerrorPlayer*, float) */
undefined4 __thiscall
SurvivorBot::TryGivePillsToPatient(SurvivorBot *this,CTerrorPlayer *param_1,float param_2)
{
int iVar1;
CTerrorPlayer *pCVar2;
undefined4 uVar3;
float local_14;
undefined4 local_10;
iVar1 = (**(code **)(*(int *)param_1 + 0x484))(param_1,4);
if (iVar1 == 0) {
local_14 = 3.4028235e+38;
local_10 = 4;
pCVar2 = CDirectorTacticalServices::
GetSurvivorAbleToReachEntityFirst<SurvivorHasItemInSlotFilter>
(*(CDirectorTacticalServices **)(TheDirector + 0x628),(CBaseEntity *)param_1,
(SurvivorHasItemInSlotFilter *)&local_10,&local_14);
if ((((pCVar2 != (CTerrorPlayer *)0x0) &&
(uVar3 = (**(code **)(*(int *)(this + 0x4028) + 0xe0))(this + 0x4028,pCVar2),
(char)uVar3 != '\0')) && (local_14 < param_2)) &&
(iVar1 = (**(code **)(*(int *)param_1 + 0x484))(param_1,5), iVar1 == 0)) {
return uVar3;
}
}
return 0;
}
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.