CTerrorPlayer::Input_GoAwayFromKeyboard
0x009a1d50 · 139 bytes · __thiscall
_ZN13CTerrorPlayer24Input_GoAwayFromKeyboardEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::Input_GoAwayFromKeyboard() */
void __thiscall CTerrorPlayer::Input_GoAwayFromKeyboard(CTerrorPlayer *this)
{
char cVar1;
int iVar2;
int iVar3;
cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
if (cVar1 == '\0') {
iVar2 = UTIL_HumansOnTeam(2,false);
iVar3 = UTIL_HumansOnTeam(3,false);
if (((iVar3 != 0) || (iVar2 != 1)) ||
(iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar2 != 2)) {
*(float *)(this + 0x2400) =
(*(float *)(gpGlobals + 0xc) - *(float *)(DirectorAFKTimeout._28_4_ + 0x2c)) - 1.0;
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.