DispatchResponseToSurvivors::operator()
0x009704e0 · 157 bytes · __thiscall
_ZN27DispatchResponseToSurvivorsclEP11CBasePlayer
Decompiled
undefined (2 params)
/* DispatchResponseToSurvivors::TEMPNAMEPLACEHOLDERVALUE(CBasePlayer*) */
undefined4 __thiscall
DispatchResponseToSurvivors::operator()(DispatchResponseToSurvivors *this,CBasePlayer *param_1)
{
code *pcVar1;
undefined4 uVar2;
char cVar3;
int iVar4;
CAI_Concept local_24 [20];
if (param_1 != (CBasePlayer *)0x0) {
cVar3 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if ((cVar3 != '\0') && (param_1 != *(CBasePlayer **)this)) {
iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
cVar3 = IsASurvivorTeam(iVar4);
if (cVar3 != '\0') {
pcVar1 = *(code **)(*(int *)param_1 + 0x7b4);
uVar2 = *(undefined4 *)(this + 8);
CAI_Concept::CAI_Concept(local_24,*(char **)(this + 4));
(*pcVar1)(param_1,local_24,1,uVar2,0,0,0);
}
}
}
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.