CTerrorPlayer::NoteIdleState
0x009ad7b0 · 130 bytes · __thiscall
_ZN13CTerrorPlayer13NoteIdleStateEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::NoteIdleState() */
void __thiscall CTerrorPlayer::NoteIdleState(CTerrorPlayer *this)
{
char cVar1;
int iVar2;
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if ((iVar2 == 2) && (cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 == '\0')) {
if (this[0x3fcd] == (CTerrorPlayer)0x0) {
return;
}
}
else {
iVar2 = (**(code **)(*(int *)this + 0x654))(this);
if (((iVar2 == 0) ||
(iVar2 = __dynamic_cast(iVar2,&CBaseEntity::typeinfo,&SurvivorBot::typeinfo,0), iVar2 == 0))
|| (iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar2 != 1)) {
return;
}
}
this[0x3fcc] = (CTerrorPlayer)0x1;
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.