BossZombiePlayerBot::OnLeaveActiveState
0x00a786a0 · 166 bytes · __thiscall
_ZN19BossZombiePlayerBot18OnLeaveActiveStateEv
Decompiled
undefined (1 param)
/* BossZombiePlayerBot::OnLeaveActiveState() */
void __thiscall BossZombiePlayerBot::OnLeaveActiveState(BossZombiePlayerBot *this)
{
CBaseEdict *this_00;
char cVar1;
int *piVar2;
int iVar3;
CTerrorPlayer::OnLeaveActiveState((CTerrorPlayer *)this);
if (0 < *(int *)(this + 0x4304)) {
piVar2 = (int *)UTIL_PlayerByUserId(*(int *)(this + 0x4304));
if (piVar2 != (int *)0x0) {
cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
if (cVar1 != '\0') {
(**(code **)(*piVar2 + 0x8cc))(piVar2,3,8,0);
}
}
if (*(int *)(this + 0x4304) != 0) {
if (this[0x6c] == (BossZombiePlayerBot)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] = (BossZombiePlayerBot)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x4304) = 0;
return;
}
}
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.