SurvivorTeamSituation::IsSurvivingTeamAllBots
0x00966950 · 200 bytes · __thiscall
_ZNK21SurvivorTeamSituation22IsSurvivingTeamAllBotsEv
Decompiled
undefined (1 param)
/* SurvivorTeamSituation::IsSurvivingTeamAllBots() const */
undefined4 __thiscall SurvivorTeamSituation::IsSurvivingTeamAllBots(SurvivorTeamSituation *this)
{
uint uVar1;
char cVar2;
undefined4 uVar3;
undefined *puVar4;
int *piVar5;
int iVar6;
iVar6 = 0;
if (0 < *(int *)(this + 0xc4)) {
do {
uVar1 = *(uint *)(this + iVar6 * 4 + 0x88);
piVar5 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
piVar5 = *(int **)(puVar4 + 4);
}
cVar2 = (**(code **)(*piVar5 + 300))(piVar5);
if (cVar2 != '\0') {
uVar1 = *(uint *)(this + iVar6 * 4 + 0x88);
piVar5 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
piVar5 = *(int **)(puVar4 + 4);
}
uVar3 = (**(code **)(*piVar5 + 0x778))(piVar5);
if ((char)uVar3 == '\0') {
return uVar3;
}
}
iVar6 = iVar6 + 1;
} while (iVar6 < *(int *)(this + 0xc4));
}
return 1;
}
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.