CTerrorPlayer::BoomerVisibilityMonitorCallback
0x00994f70 · 222 bytes · __cdecl
_ZN13CTerrorPlayer31BoomerVisibilityMonitorCallbackEP11CBaseEntityP11CBasePlayer
Decompiled
undefined (2 params)
/* CTerrorPlayer::BoomerVisibilityMonitorCallback(CBaseEntity*, CBasePlayer*) */
undefined4 CTerrorPlayer::BoomerVisibilityMonitorCallback(CBaseEntity *param_1,CBasePlayer *param_2)
{
code *pcVar1;
char cVar2;
int iVar3;
int *piVar4;
undefined4 uVar5;
if (param_1 != (CBaseEntity *)0x0) {
cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar2 != '\0') {
iVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
if (iVar3 == 2) {
piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"boomer_near",0,0);
if (piVar4 != (int *)0x0) {
pcVar1 = *(code **)(*piVar4 + 0x30);
uVar5 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
(*pcVar1)(piVar4,"userid",uVar5);
pcVar1 = *(code **)(*piVar4 + 0x30);
uVar5 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_2 + 0x30));
(*pcVar1)(piVar4,"victim",uVar5);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
return 0;
}
}
}
}
return 0;
}
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.