CTerrorPlayer::InputSetCommentaryStatueMode
0x00997d20 · 225 bytes · __thiscall
_ZN13CTerrorPlayer28InputSetCommentaryStatueModeER11inputdata_t
Decompiled
undefined (2 params)
/* CTerrorPlayer::InputSetCommentaryStatueMode(inputdata_t&) */
void __thiscall
CTerrorPlayer::InputSetCommentaryStatueMode(CTerrorPlayer *this,inputdata_t *param_1)
{
CTerrorPlayer CVar1;
CVar1 = *(CTerrorPlayer *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) == 6) {
if (this[0x4014] == CVar1) {
return;
}
this[0x4014] = CVar1;
if (CVar1 != (CTerrorPlayer)0x0) {
CBaseEntity::AddFlag((CBaseEntity *)this,0x20);
if (*(int *)(this + 0xfc) != 0x100000) {
(**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
*(undefined4 *)(this + 0xfc) = 0x100000;
}
if (*(int *)(this + 0x100) == 0x100000) {
return;
}
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(undefined4 *)(this + 0x100) = 0x100000;
return;
}
}
else {
if (this[0x4014] == (CTerrorPlayer)0x0) {
return;
}
this[0x4014] = (CTerrorPlayer)0x0;
}
CBaseEntity::RemoveFlag((CBaseEntity *)this,0x20);
if (*(int *)(this + 0x100) != 1) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(undefined4 *)(this + 0x100) = 1;
}
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.