L L4D2node

CTerrorPlayer::OnPreThinkRescueState

0x009979d0 · 178 bytes · __thiscall

_ZN13CTerrorPlayer21OnPreThinkRescueStateEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnPreThinkRescueState() */

void __thiscall CTerrorPlayer::OnPreThinkRescueState(CTerrorPlayer *this)

{
  CTerrorPlayer *pCVar1;
  int iVar2;
  CSurvivorRescue *this_00;
  int local_30 [2];
  Vector local_28 [24];
  
  this_00 = (CSurvivorRescue *)0x0;
  while( true ) {
    if (((infoSurvivorRescueStr == 0) ||
        (iVar2 = infoSurvivorRescueStr, DAT_0102093c != CGameString::gm_iSerialNumber)) &&
       (iVar2 = 0, DAT_01020938 != 0)) {
      AllocPooledString((char *)local_30);
      infoSurvivorRescueStr = local_30[0];
      DAT_0102093c = CGameString::gm_iSerialNumber;
      iVar2 = local_30[0];
    }
    this_00 = (CSurvivorRescue *)
              CGlobalEntityList::FindEntityByClassnameFast
                        ((CGlobalEntityList *)gEntList,this_00,iVar2);
    if (this_00 == (CSurvivorRescue *)0x0) break;
    pCVar1 = (CTerrorPlayer *)CSurvivorRescue::GetSurvivor(this_00);
    if (pCVar1 == this) {
      (**(code **)(*(int *)this_00 + 0x234))(local_28,this_00);
      CBaseEntity::SetAbsOrigin((CBaseEntity *)this,local_28);
      return;
    }
  }
  return;
}

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)