CTerrorPlayer::OnLeaveActiveState
0x009d61a0 · 402 bytes · __thiscall
_ZN13CTerrorPlayer18OnLeaveActiveStateEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::OnLeaveActiveState() */
void __thiscall CTerrorPlayer::OnLeaveActiveState(CTerrorPlayer *this)
{
uint uVar1;
int *piVar2;
CBaseEdict *this_00;
int iVar3;
undefined *puVar4;
longdouble lVar5;
float fVar6;
CleanupPlayerState(this);
if (*(int *)(this + 0x23bc) == 0) {
UpdateLineOfScrimmage(this,-1.0,-1.0);
}
lVar5 = (longdouble)RandomFloat(0,0x42c80000);
if (50.0 <= (float)lVar5) {
*(uint *)(this + 0x2bac) = (75.0 <= (float)lVar5) + 1;
}
else {
*(undefined4 *)(this + 0x2bac) = 3;
}
uVar1 = *(uint *)(this + 0x30bc);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar4 + 4), piVar2 != (int *)0x0)) {
(**(code **)(*piVar2 + 0x324))(piVar2);
if (this[0x6c] == (CTerrorPlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x30bc) = 0xffffffff;
}
if (*(float *)(this + 0x2cd4) == 0.0) {
fVar6 = *(float *)(gpGlobals + 0xc);
lVar5 = (longdouble)CDirector::GetTimeUntilNextGhostWave(TheDirector,0.0);
fVar6 = (float)lVar5 + fVar6;
*(float *)(this + 0x2cd4) = fVar6;
*(float *)(this + 0x2cd0) = fVar6;
}
if (gm_bChangingTeamFromZombie != '\0') {
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (iVar3 == 3) {
CDirector::OnZombieRemoved(TheDirector,this);
}
}
CCSPlayer::OnLeaveActiveState((CCSPlayer *)this);
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.