CTerrorPlayer::FireChallengeModeExplanationEvents
0x009ada20 · 736 bytes · __thiscall
_ZN13CTerrorPlayer34FireChallengeModeExplanationEventsEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::FireChallengeModeExplanationEvents() */
void __thiscall CTerrorPlayer::FireChallengeModeExplanationEvents(CTerrorPlayer *this)
{
code *pcVar1;
int iVar2;
int *piVar3;
undefined4 uVar4;
if ((*(int *)(sv_disable_glow_survivors._28_4_ + 0x30) == 0) ||
(piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"explain_survivor_glows_disabled",0,0),
piVar3 == (int *)0x0)) {
iVar2 = *(int *)(sv_disable_glow_faritems._28_4_ + 0x30);
}
else {
pcVar1 = *(code **)(*piVar3 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
(*pcVar1)(piVar3,"userid",uVar4);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
iVar2 = *(int *)(sv_disable_glow_faritems._28_4_ + 0x30);
}
if ((iVar2 == 0) ||
(piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"explain_item_glows_disabled",0,0),
piVar3 == (int *)0x0)) {
iVar2 = *(int *)(RescueDisabled._28_4_ + 0x30);
}
else {
pcVar1 = *(code **)(*piVar3 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
(*pcVar1)(piVar3,"userid",uVar4);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
iVar2 = *(int *)(RescueDisabled._28_4_ + 0x30);
}
if ((iVar2 != 0) &&
(piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"explain_rescue_disabled",0,0),
piVar3 != (int *)0x0)) {
pcVar1 = *(code **)(*piVar3 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
(*pcVar1)(piVar3,"userid",uVar4);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
}
if ((*(float *)(ZombieNonHeadDamageFactorMultiplier._28_4_ + 0x2c) <= 1.0 &&
*(float *)(ZombieNonHeadDamageFactorMultiplier._28_4_ + 0x2c) != 1.0) &&
(piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"explain_bodyshots_reduced",0,0),
piVar3 != (int *)0x0)) {
pcVar1 = *(code **)(*piVar3 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
(*pcVar1)(piVar3,"userid",uVar4);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
}
if (((*(int *)(ZombieWitchAlwaysKills._28_4_ + 0x30) != 0) &&
(iVar2 = GetDifficulty(), iVar2 != 0)) &&
(piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"explain_witch_instant_kill",0,0),
piVar3 != (int *)0x0)) {
pcVar1 = *(code **)(*piVar3 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
(*pcVar1)(piVar3,"userid",uVar4);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
return;
}
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.