CTerrorPlayer::SetBecomeGhostAt
0x009ab5f0 · 120 bytes · __thiscall
_ZN13CTerrorPlayer16SetBecomeGhostAtEf
Decompiled
undefined (2 params)
/* CTerrorPlayer::SetBecomeGhostAt(float) */
void __thiscall CTerrorPlayer::SetBecomeGhostAt(CTerrorPlayer *this,float param_1)
{
CTerrorPlayerResource *this_00;
int iVar1;
bool bVar2;
iVar1 = g_pPlayerResource;
bVar2 = g_pPlayerResource != 0;
*(float *)(this + 0x2c00) = param_1;
if (bVar2) {
this_00 = (CTerrorPlayerResource *)
__dynamic_cast(iVar1,&CPlayerResource::typeinfo,&CTerrorPlayerResource::typeinfo,0);
if (this_00 != (CTerrorPlayerResource *)0x0) {
if (*(int *)(this + 0x30) == 0) {
iVar1 = 0;
}
else {
iVar1 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
CTerrorPlayerResource::SetBecomeGhostAt(this_00,iVar1,param_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.