CTerrorPlayer::OnLeavingCheckpoint
0x009a9580 · 206 bytes · __thiscall
_ZN13CTerrorPlayer19OnLeavingCheckpointEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::OnLeavingCheckpoint() */
void __thiscall CTerrorPlayer::OnLeavingCheckpoint(CTerrorPlayer *this)
{
int iVar1;
code *pcVar2;
char *pcVar3;
CAI_Concept local_24 [20];
if (this[0x39e4] == (CTerrorPlayer)0x0) {
this[0x39e4] = (CTerrorPlayer)0x1;
if ((*(int *)(this + 0x30d8) != 0) && ((*(byte *)(*(int *)(this + 0x30d8) + 0x12d) & 8) != 0)) {
iVar1 = CDirector::GetMapNumber(TheDirector);
if (iVar1 < 1) {
(**(code **)(*(int *)(this + 0x3ab4) + 0x30))(this + 0x3ab4);
pcVar2 = *(code **)(*(int *)this + 0x7b4);
pcVar3 = "SurvivorLeavingCheckpoint";
}
else {
(**(code **)(*(int *)(this + 0x3ab4) + 0x3c))(this + 0x3ab4);
pcVar2 = *(code **)(*(int *)this + 0x7b4);
pcVar3 = "SurvivorLeavingInitialCheckpoint";
}
CAI_Concept::CAI_Concept(local_24,pcVar3);
(*pcVar2)(this,local_24,1,0,0,0,0);
}
}
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.