SurvivorTeamSituation::OnBeginIteration
0x00964ee0 · 292 bytes · __thiscall
_ZN21SurvivorTeamSituation16OnBeginIterationEv
Decompiled
undefined (1 param)
/* SurvivorTeamSituation::OnBeginIteration() */
void __thiscall SurvivorTeamSituation::OnBeginIteration(SurvivorTeamSituation *this)
{
*(undefined4 *)(this + 0x1c) = 0x43480000;
*(undefined4 *)(this + 0x24) = 0x43480000;
*(undefined4 *)(this + 8) = 0xffffffff;
*(undefined4 *)(this + 0xc) = 0x7f7fffff;
*(undefined4 *)(this + 0x10) = 0xffffffff;
*(undefined4 *)(this + 0x14) = 0x7f7fffff;
*(undefined4 *)(this + 0x18) = 0xffffffff;
*(undefined4 *)(this + 0x20) = 0xffffffff;
*(undefined4 *)(this + 0x28) = 0xffffffff;
*(undefined4 *)(this + 0x2c) = 0x7f7fffff;
*(undefined4 *)(this + 0x30) = 0xffffffff;
*(undefined4 *)(this + 0x34) = 0x7f7fffff;
*(undefined4 *)(this + 0x38) = 0xffffffff;
*(undefined4 *)(this + 0x3c) = 0x7f7fffff;
*(undefined4 *)(this + 0x40) = 0xffffffff;
*(undefined4 *)(this + 0x44) = 0x7f7fffff;
*(undefined4 *)(this + 0x48) = 0xffffffff;
*(undefined4 *)(this + 0x4c) = 0xbf800000;
*(undefined4 *)(this + 0x50) = 0xffffffff;
*(undefined4 *)(this + 0x54) = 0xffffffff;
*(undefined4 *)(this + 0x58) = 0xbf800000;
*(undefined4 *)(this + 0x5c) = 0xffffffff;
*(undefined4 *)(this + 0x60) = 0xbf800000;
*(undefined4 *)(this + 100) = 0xffffffff;
*(undefined4 *)(this + 0x68) = 0x7f7fffff;
*(undefined4 *)(this + 0x6c) = 0xffffffff;
*(undefined4 *)(this + 0x70) = 0x7f7fffff;
*(undefined4 *)(this + 0x74) = 0xffffffff;
*(undefined4 *)(this + 0x78) = 0x7f7fffff;
*(undefined4 *)(this + 0x7c) = 0xffffffff;
*(undefined4 *)(this + 0x80) = 0x7f7fffff;
*(undefined4 *)(this + 0xc4) = 0;
*(undefined4 *)(this + 0xd6fc) = 0;
*(undefined4 *)(this + 0xd700) = 0xffffffff;
*(undefined4 *)(this + 0xd704) = 0xffffffff;
*(undefined4 *)(this + 0xd708) = 0xffffffff;
*(undefined4 *)(this + 0xd70c) = 0xffffffff;
*(undefined4 *)(this + 0x84) = 0;
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.