TerrorNavArea::OnExit
0x009713a0 · 301 bytes · __thiscall
_ZN13TerrorNavArea6OnExitEP20CBaseCombatCharacterP8CNavArea
Decompiled
undefined (3 params)
/* TerrorNavArea::OnExit(CBaseCombatCharacter*, CNavArea*) */
void __thiscall
TerrorNavArea::OnExit(TerrorNavArea *this,CBaseCombatCharacter *param_1,CNavArea *param_2)
{
code *pcVar1;
char cVar2;
int *piVar3;
undefined4 uVar4;
int iVar5;
CBaseCombatCharacter *pCVar6;
if (param_1 != (CBaseCombatCharacter *)0x0) {
cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
pCVar6 = (CBaseCombatCharacter *)0x0;
if (cVar2 != '\0') {
pCVar6 = param_1;
}
if ((((byte)this[0x12d] & 8) != 0) &&
((param_2 == (CNavArea *)0x0 || (((byte)param_2[0x12d] & 8) == 0)))) {
piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"player_left_checkpoint",0,0);
if (piVar3 != (int *)0x0) {
if (pCVar6 == (CBaseCombatCharacter *)0x0) {
if (*(int *)(param_1 + 0x30) == 0) {
iVar5 = 0;
}
else {
iVar5 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar3 + 0x30))(piVar3,"entityid",iVar5);
}
else {
pcVar1 = *(code **)(*piVar3 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(pCVar6 + 0x30));
(*pcVar1)(piVar3,"userid",uVar4);
}
(**(code **)(*piVar3 + 0x30))(piVar3,"area",*(undefined4 *)(this + 0x8c));
/* WARNING: Could not recover jumptable at 0x00971490. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*gameeventmanager + 0x20))();
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.