rescue_show
0x00968e80 · 140 bytes · __cdecl
_ZL11rescue_showRK8CCommand
Decompiled
undefined (1 param)
/* rescue_show(CCommand const&) */
void rescue_show(CCommand *param_1)
{
CBaseEntity *this;
this = (CBaseEntity *)0x0;
while( true ) {
this = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,this,"info_survivor_rescue");
if (this == (CBaseEntity *)0x0) break;
*(uint *)(this + 0x110) = *(uint *)(this + 0x110) | 0x21;
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this);
}
}
NDebugOverlay::Axis((Vector *)(this + 0x2e0),(QAngle *)(this + 0x37c),10.0,true,100000.0);
}
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.