CTerrorPlayer::GetDebugColorForSurvivor
0x009fd000 · 299 bytes · __cdecl
_ZN13CTerrorPlayer24GetDebugColorForSurvivorE21SurvivorCharacterTypeRiS1_S1_
Decompiled
undefined (4 params)
/* CTerrorPlayer::GetDebugColorForSurvivor(SurvivorCharacterType, int&, int&, int&) */
void CTerrorPlayer::GetDebugColorForSurvivor
(undefined4 *param_1,int param_2,undefined4 param_3,undefined4 *param_4,
undefined4 *param_5,undefined4 *param_6)
{
*param_1 = 0;
switch(*(undefined4 *)(param_2 + 0x2ba0)) {
case 0:
*param_4 = 0;
*param_5 = 0xff;
*param_6 = 0;
return;
case 1:
*param_4 = 0xff;
*param_5 = 0;
*param_6 = 0;
return;
case 2:
*param_4 = 0;
*param_5 = 0;
*param_6 = 0xff;
return;
case 3:
*param_4 = 0x96;
*param_5 = 0x96;
*param_6 = 0;
return;
case 4:
*param_4 = 0xff;
*param_5 = 0xff;
*param_6 = 0;
return;
case 5:
*param_4 = 0xff;
*param_5 = 0;
*param_6 = 0xff;
return;
case 6:
*param_4 = 0;
*param_5 = 0x96;
*param_6 = 0x96;
return;
case 7:
*param_4 = 0x96;
*param_5 = 0;
*param_6 = 0x96;
return;
default:
*param_4 = 0xff;
*param_5 = 0;
*param_6 = 0xff;
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.