CTerrorPlayer::GetHurrahConcept
0x009c60b0 · 342 bytes · __thiscall
_ZN13CTerrorPlayer16GetHurrahConceptEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::GetHurrahConcept() */
char * __thiscall CTerrorPlayer::GetHurrahConcept(CTerrorPlayer *this)
{
QAngle *pQVar1;
undefined **local_a4;
CTerrorPlayer *local_a0;
Vector local_9c [12];
undefined4 local_90;
undefined4 local_8c;
undefined4 local_88;
float local_84;
undefined4 local_80;
undefined1 local_7c;
int local_78;
undefined4 local_74;
undefined4 local_70;
undefined4 local_6c;
undefined4 local_68;
undefined4 local_64;
fogparams_t local_60 [36];
float local_3c;
char local_14;
V_strncpy(GetHurrahConcept()::returnString,"PlayerHurrah",0x20);
fogparams_t::fogparams_t(local_60);
(**(code **)(*(int *)this + 0x418))(this,local_60);
local_84 = 8192.0;
if (local_14 != '\0') {
local_84 = *(float *)(SurvivorFogVocalizePercent._28_4_ + 0x2c) * local_3c;
}
local_74 = 0;
local_a4 = &PTR_operator___00c22340;
local_70 = 0;
local_6c = 0;
local_68 = 0;
local_64 = 0;
local_a0 = this;
/* try { // try from 009c6151 to 009c6168 has its CatchHandler @ 009c6206 */
pQVar1 = (QAngle *)(**(code **)(*(int *)this + 0x238))(this);
AngleVectors(pQVar1,local_9c);
local_90 = 2;
local_8c = 0x3f666666;
local_88 = 0x3f666666;
local_78 = 0;
local_80 = 0x42480000;
local_7c = 0;
/* try { // try from 009c61a5 to 009c61cc has its CatchHandler @ 009c621b */
ForEachSurvivor<TargetScan<CTerrorPlayer>>((TargetScan *)&local_a4);
if (local_78 != 0) {
V_strncpy(GetHurrahConcept()::returnString,"PlayerNiceJob",0x20);
}
local_68 = 0;
local_a4 = &PTR_operator___00c22340;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_74);
local_64 = local_74;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_74);
return GetHurrahConcept()::returnString;
}
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.