CSurvivorRescue::RescueThink
0x0096b010 · 334 bytes · __thiscall
_ZN15CSurvivorRescue11RescueThinkEv
Decompiled
undefined (1 param)
/* CSurvivorRescue::RescueThink() */
void __thiscall CSurvivorRescue::RescueThink(CSurvivorRescue *this)
{
uint uVar1;
undefined *puVar2;
undefined1 local_54 [12];
undefined4 local_48;
undefined4 local_44;
float local_40;
int local_3c;
float local_38;
undefined4 local_34;
undefined1 local_30;
undefined1 local_2f;
int local_2c [2];
undefined4 local_24;
undefined4 local_18;
undefined4 local_14;
ValidateSurvivor(this);
uVar1 = *(uint *)(this + 0x1920);
if ((((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
CBaseEntity::ThinkSet((_func_void *)local_54,(float)this,(char *)RescueThink);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
local_30 = 1;
local_44 = *(undefined4 *)(this + 0x2e4);
local_3c = 0;
local_40 = *(float *)(this + 0x2e8) + 35.5;
local_38 = 1e+08;
local_48 = *(undefined4 *)(this + 0x2e0);
local_34 = 0;
local_2f = 0;
ForEachTerrorPlayer<ClosestVisibleSurvivorScan>((ClosestVisibleSurvivorScan *)&local_48);
if ((local_3c != 0) &&
(local_38 < *(float *)(RescueRange._28_4_ + 0x2c) * *(float *)(RescueRange._28_4_ + 0x2c))) {
local_2c[0] = local_3c;
local_24 = 0;
local_18 = 0xffffffff;
local_14 = 0;
InputRescue(this,(inputdata_t *)local_2c);
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.