CSurvivorRescue::YellThink
0x00969d50 · 526 bytes · __thiscall
_ZN15CSurvivorRescue9YellThinkEv
Decompiled
undefined (1 param)
/* CSurvivorRescue::YellThink() */
void __thiscall CSurvivorRescue::YellThink(CSurvivorRescue *this)
{
uint uVar1;
code *pcVar2;
int *piVar3;
undefined4 uVar4;
int iVar5;
undefined *puVar6;
undefined1 local_34 [16];
CAI_Concept local_24 [20];
ValidateSurvivor(this);
uVar1 = *(uint *)(this + 0x1920);
if ((((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar6 + 4) != 0)) {
CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)YellThink);
pcVar2 = *(code **)(*(int *)this + 0x3cc);
CAI_Concept::CAI_Concept(local_24,"CallForRescue");
(*pcVar2)(this,local_24,0,0,0,0);
piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"survivor_call_for_help",0,0);
if (piVar3 != (int *)0x0) {
iVar5 = 0;
pcVar2 = *(code **)(*piVar3 + 0x30);
uVar1 = *(uint *)(this + 0x1920);
if (((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) {
iVar5 = *(int *)(puVar6 + 4);
}
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(iVar5 + 0x30));
(*pcVar2)(piVar3,"userid",uVar4);
if (*(int *)(this + 0x30) == 0) {
iVar5 = 0;
}
else {
iVar5 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar3 + 0x30))(piVar3,"subject",iVar5);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
}
uVar1 = *(uint *)(this + 0x1920);
piVar3 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) {
piVar3 = *(int **)(puVar6 + 4);
}
(**(code **)(*piVar3 + 0x850))(piVar3,0x3f800000);
return;
}
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.