CInfoZombieSpawn::StartleZombie
0x008d44f0 · 299 bytes · __thiscall
_ZN16CInfoZombieSpawn13StartleZombieER11inputdata_t
Decompiled
undefined (2 params)
/* CInfoZombieSpawn::StartleZombie(inputdata_t&) */
void __thiscall CInfoZombieSpawn::StartleZombie(CInfoZombieSpawn *this,inputdata_t *param_1)
{
uint uVar1;
int *piVar2;
Witch *this_00;
undefined4 *puVar3;
char *pcVar4;
int *piVar5;
undefined *puVar6;
uVar1 = *(uint *)(this + 0x448);
if ((((uVar1 == 0xffffffff) ||
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) ||
((*(int *)(puVar6 + 4) == 0 ||
(this_00 = (Witch *)__dynamic_cast(*(int *)(puVar6 + 4),&CBaseEntity::typeinfo,
&Witch::typeinfo,0), this_00 == (Witch *)0x0)))) {
return;
}
piVar2 = *(int **)param_1;
if (*(int *)(param_1 + 0x18) == 2) {
pcVar4 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar4 = *(char **)(param_1 + 8);
}
if (*pcVar4 == '\0') goto LAB_008d457f;
LAB_008d45cc:
piVar5 = (int *)CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar4,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (piVar5 == (int *)0x0) goto LAB_008d457f;
}
else {
pcVar4 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
if ((pcVar4 != (char *)0x0) && (*pcVar4 != '\0')) goto LAB_008d45cc;
LAB_008d457f:
piVar5 = piVar2;
if (piVar2 == (int *)0x0) {
*(undefined4 *)(this_00 + 0x1dac) = 0xffffffff;
goto LAB_008d4597;
}
}
puVar3 = (undefined4 *)(**(code **)(*piVar5 + 0xc))(piVar5);
*(undefined4 *)(this_00 + 0x1dac) = *puVar3;
LAB_008d4597:
Witch::StartRageRamp(this_00,*(float *)(witch_rage_ramp_duration._28_4_ + 0x2c));
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.