CTerrorPlayer::UpdateSpectatorWantsToPlay
0x009fe0f0 · 316 bytes · __thiscall
_ZN13CTerrorPlayer26UpdateSpectatorWantsToPlayEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::UpdateSpectatorWantsToPlay() */
void __thiscall CTerrorPlayer::UpdateSpectatorWantsToPlay(CTerrorPlayer *this)
{
char cVar1;
undefined4 uVar2;
undefined4 uVar3;
int local_24;
int local_20 [4];
cVar1 = CDirector::IsTeamFull(TheDirector,2,1);
if (cVar1 != '\0') {
cVar1 = CDirector::HasAnySurvivorLeftSafeArea(TheDirector);
if (cVar1 != '\0') {
cVar1 = CDirector::IsTeamFull(TheDirector,3,0);
if (cVar1 == '\0') {
TransitionedPlayerCount(&local_24,local_20,3);
uVar2 = UTIL_HumansOnTeam(3,false);
uVar3 = (**(code **)(*(int *)this + 0xb8))(this);
UTIL_LogPrintf("%s is auto-joining infected - %d in game, %d/%d transitioning\n",uVar3,uVar2
,local_24,local_20[0]);
(**(code **)(*(int *)this + 0x8cc))(this,3,8,0);
}
}
return;
}
uVar2 = (**(code **)(*(int *)this + 0xb8))(this);
UTIL_LogPrintf("%s is auto-joining survivors\n",uVar2);
(**(code **)(*(int *)this + 0x8cc))(this,2,8,0);
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.