CTriggerEscape::TeamEscapeThink
0x00b1e830 · 292 bytes · __thiscall
_ZN14CTriggerEscape15TeamEscapeThinkEv
Decompiled
undefined (1 param)
/* CTriggerEscape::TeamEscapeThink() */
void __thiscall CTriggerEscape::TeamEscapeThink(CTriggerEscape *this)
{
char cVar1;
uint uVar2;
CTriggerEscape *local_20;
undefined4 local_1c;
int local_18;
int local_14;
int local_10;
if (this[0x4b8] != (CTriggerEscape)0x0) {
return;
}
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 1.0,(char *)0x0);
cVar1 = CDirector::IsFinaleVehicleReady(TheDirector);
if (cVar1 == '\0') {
return;
}
local_20 = this;
local_1c = 0;
local_18 = 0;
local_14 = 0;
local_10 = 0;
ForEachSurvivor<TriggerEscapeCounter>((TriggerEscapeCounter *)&local_20);
if (local_18 == 0) {
if (*(int *)(this + 0x56c) == 0) {
return;
}
LAB_00b1e910:
COutputEvent::FireOutput
((COutputEvent *)(this + 0x588),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
uVar2 = 0;
}
else {
if (local_10 == 0) {
uVar2 = (uint)(local_14 != 0);
if (*(uint *)(this + 0x56c) == uVar2) {
return;
}
if (uVar2 != 1) {
if (uVar2 != 0) goto LAB_00b1e8f8;
goto LAB_00b1e910;
}
}
else if (*(int *)(this + 0x56c) == 1) {
return;
}
COutputEvent::FireOutput
((COutputEvent *)(this + 0x570),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
uVar2 = 1;
}
LAB_00b1e8f8:
*(uint *)(this + 0x56c) = uVar2;
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.