CTerrorPlayer::BloodyHands_Increment
0x009a3e00 · 94 bytes · __thiscall
_ZN13CTerrorPlayer21BloodyHands_IncrementEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::BloodyHands_Increment() */
void __thiscall CTerrorPlayer::BloodyHands_Increment(CTerrorPlayer *this)
{
CBaseEdict *this_00;
int iVar1;
int iVar2;
iVar1 = *(int *)(this + 0x330c);
iVar2 = 10;
if (iVar1 < 10) {
iVar2 = 0;
if (-2 < iVar1) {
iVar2 = iVar1 + 1;
}
}
if (iVar2 != iVar1) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
*(int *)(this + 0x330c) = iVar2;
}
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.