CTerrorPlayer::ScriptReviveByDefibrillator
0x009b28c0 · 105 bytes · __thiscall
_ZN13CTerrorPlayer27ScriptReviveByDefibrillatorEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::ScriptReviveByDefibrillator() */
void __thiscall CTerrorPlayer::ScriptReviveByDefibrillator(CTerrorPlayer *this)
{
CSurvivorDeathModel *pCVar1;
CTerrorPlayer *pCVar2;
int iVar3;
iVar3 = 0;
if (0 < DAT_01016aac) {
do {
pCVar1 = *(CSurvivorDeathModel **)(g_DeadSurvivors + iVar3 * 4);
if ((pCVar1 != (CSurvivorDeathModel *)0x0) &&
(pCVar2 = (CTerrorPlayer *)GetPlayerByCharacter(*(undefined4 *)(pCVar1 + 0x17d8)),
this == pCVar2)) {
OnRevivedByDefibrillator(this,this,pCVar1);
return;
}
iVar3 = iVar3 + 1;
} while (iVar3 < DAT_01016aac);
}
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.