L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)