CTerrorPlayer::OnEnterRescueState
0x00997a90 · 303 bytes · __thiscall
_ZN13CTerrorPlayer18OnEnterRescueStateEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::OnEnterRescueState() */
void __thiscall CTerrorPlayer::OnEnterRescueState(CTerrorPlayer *this)
{
code *pcVar1;
CSurvivorRescue *this_00;
CTerrorPlayer *pCVar2;
int iVar3;
undefined4 *puVar4;
int local_30 [2];
Vector local_28 [24];
puVar4 = (undefined4 *)&stack0xffffffb4;
while( true ) {
if (((infoSurvivorRescueStr == 0) || (DAT_0102093c != CGameString::gm_iSerialNumber)) &&
(DAT_01020938 != 0)) {
AllocPooledString((char *)local_30);
infoSurvivorRescueStr = local_30[0];
DAT_0102093c = CGameString::gm_iSerialNumber;
}
iVar3 = CGlobalEntityList::FindEntityByClassnameFast();
if ((iVar3 == 0) ||
(this_00 = (CSurvivorRescue *)__dynamic_cast(), this_00 == (CSurvivorRescue *)0x0)) break;
pCVar2 = (CTerrorPlayer *)CSurvivorRescue::GetSurvivor(this_00);
if (pCVar2 == this) {
(**(code **)(*(int *)this_00 + 0x234))();
puVar4 = (undefined4 *)&stack0xffffffb0;
CBaseEntity::SetAbsOrigin((CBaseEntity *)this,local_28);
(**(code **)(*(int *)this + 0x638))();
LAB_00997b55:
iVar3 = *(int *)this;
*puVar4 = this;
puVar4[1] = 1;
pcVar1 = *(code **)(iVar3 + 0x5c4);
puVar4[-1] = 0x997b68;
(*pcVar1)();
iVar3 = *(int *)this;
*puVar4 = this;
pcVar1 = *(code **)(iVar3 + 0x81c);
puVar4[-1] = 0x997b73;
(*pcVar1)();
*puVar4 = this;
puVar4[-1] = 0x997b7b;
CCSPlayer::PhysObjectSleep((CCSPlayer *)*puVar4);
iVar3 = *(int *)this;
*puVar4 = this;
pcVar1 = *(code **)(iVar3 + 0x834);
puVar4[-1] = 0x997b86;
(*pcVar1)();
return;
}
}
(**(code **)(*(int *)this + 0x638))();
goto LAB_00997b55;
}
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.