CTerrorPlayer::OnPulledSurvivor
0x009abce0 · 175 bytes · __thiscall
_ZN13CTerrorPlayer16OnPulledSurvivorE21SurvivorCharacterType
Decompiled
undefined (2 params)
/* CTerrorPlayer::OnPulledSurvivor(SurvivorCharacterType) */
void __thiscall CTerrorPlayer::OnPulledSurvivor(CTerrorPlayer *this,uint param_2)
{
int *piVar1;
uint uVar2;
int iVar3;
CBaseEdict *this_00;
int iVar4;
undefined *puVar5;
if (param_2 < 4) {
uVar2 = *(uint *)(this + 0x33c0);
if ((((uVar2 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar2 >> 0xc)) && (*(int *)(puVar5 + 4) != 0)) {
piVar1 = (int *)(*(int *)(puVar5 + 4) + 0x2f90 + param_2 * 0x34);
*piVar1 = *piVar1 + 1;
}
*(int *)(this + param_2 * 0x34 + 0x2f90) = *(int *)(this + param_2 * 0x34 + 0x2f90) + 1;
*(int *)(this + 0x3060) = *(int *)(this + 0x3060) + 1;
iVar3 = *(int *)(this + 0x39c4);
if (this[0x6c] == (CTerrorPlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
*(int *)(this + 0x39c4) = iVar3 + 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.