CTerrorPlayer::UpdateSpeechFriendlyFire
0x009fb6a0 · 295 bytes · __thiscall
_ZN13CTerrorPlayer24UpdateSpeechFriendlyFireEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::UpdateSpeechFriendlyFire() */
void __thiscall CTerrorPlayer::UpdateSpeechFriendlyFire(CTerrorPlayer *this)
{
uint uVar1;
code *pcVar2;
undefined4 uVar3;
char *pcVar4;
longdouble lVar5;
CAI_Concept local_24 [20];
if (0.0 < *(float *)(this + 0x3340)) {
lVar5 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x3340) <= (float)lVar5) {
if (*(float *)(this + 0x3340) != -1.0) {
(**(code **)(*(int *)(this + 0x3338) + 4))(this + 0x3338,this + 0x3340);
*(undefined4 *)(this + 0x3340) = 0xbf800000;
}
uVar1 = *(uint *)(this + 0x3350);
pcVar4 = "DMG_BULLET";
if ((((uVar1 & 2) == 0) && (pcVar4 = "DMG_BLAST", (uVar1 & 0x40) == 0)) &&
(pcVar4 = "DMG_BURN", (uVar1 & 8) == 0)) {
pcVar4 = "DMG_GENERIC";
}
uVar3 = SurvivorCharacterName(*(undefined4 *)(this + 0x3334));
uVar3 = UTIL_VarArgs("Subject:%s,DamageType:%s,Weapon:%s",uVar3,pcVar4,this + 0x3354);
pcVar2 = *(code **)(*(int *)this + 0x7b4);
CAI_Concept::CAI_Concept(local_24,"PlayerFriendlyFire");
(*pcVar2)(this,local_24,1,uVar3,0,0,0);
}
}
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.