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 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.