CTerrorPlayer::InputTeleportToSurvivorPosition
0x009afb30 · 315 bytes · __thiscall
_ZN13CTerrorPlayer31InputTeleportToSurvivorPositionER11inputdata_t
Decompiled
undefined (2 params)
/* CTerrorPlayer::InputTeleportToSurvivorPosition(inputdata_t&) */
void __thiscall
CTerrorPlayer::InputTeleportToSurvivorPosition(CTerrorPlayer *this,inputdata_t *param_1)
{
code *pcVar1;
int iVar2;
CSurvivorPosition *this_00;
char *pcVar3;
float fVar4;
CAI_Concept local_24 [20];
pcVar3 = "";
if ((*(int *)(param_1 + 0x18) == 2) && (*(char **)(param_1 + 8) != (char *)0x0)) {
pcVar3 = *(char **)(param_1 + 8);
}
iVar2 = CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar3,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if ((iVar2 != 0) &&
(this_00 = (CSurvivorPosition *)
__dynamic_cast(iVar2,&CBaseEntity::typeinfo,&CSurvivorPosition::typeinfo,0),
this_00 != (CSurvivorPosition *)0x0)) {
SetPlayerPositionEntity(this,this_00);
iVar2 = CSurvivorPosition::GetSurvivorIntroSequence(this_00);
if (iVar2 == 0) {
iVar2 = CSurvivorPosition::GetSurvivorConcept(this_00);
if (iVar2 != 0) {
pcVar1 = *(code **)(*(int *)this + 0x7b4);
pcVar3 = (char *)CSurvivorPosition::GetSurvivorConcept(this_00);
CAI_Concept::CAI_Concept(local_24,pcVar3);
(*pcVar1)(this,local_24,3,0,0,0,0);
}
}
else {
pcVar3 = (char *)CSurvivorPosition::GetSurvivorIntroSequence(this_00);
fVar4 = (float)CBaseAnimating::LookupSequence((CBaseAnimating *)this,pcVar3);
if (fVar4 != -NAN) {
CTerrorPlayerAnimState::SetCustomSequence(*(int *)(this + 0x2910),fVar4);
}
}
}
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.