SurvivorAttack::OnSuspend
0x00918bd0 · 198 bytes · __thiscall
_ZN14SurvivorAttack9OnSuspendEP11SurvivorBotP6ActionIS0_E
Decompiled
undefined (3 params)
/* SurvivorAttack::OnSuspend(SurvivorBot*, Action<SurvivorBot>*) */
SurvivorAttack * __thiscall
SurvivorAttack::OnSuspend(SurvivorAttack *this,SurvivorBot *param_1,Action *param_2)
{
int iVar1;
int *piVar2;
int *piVar3;
undefined4 uVar4;
int iVar5;
if (param_1[0x80] != (SurvivorBot)0x0) {
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2);
iVar1 = piVar3[0x18];
if (iVar1 < 1) {
piVar3 = (int *)(**(code **)(*piVar3 + 0xb0))(piVar3);
uVar4 = (**(code **)(*piVar3 + 0x13c))(piVar3);
DevMsg("%3.2f: %s: PopLegsStack: Underflow\n",(double)*(float *)(gpGlobals + 0xc),uVar4);
}
else {
iVar5 = iVar1 + -1;
piVar3[0x18] = iVar5;
piVar2 = (int *)piVar3[iVar1 + 8];
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 4))(piVar2);
iVar5 = piVar3[0x18];
}
if ((Behavior<SurvivorBot> *)piVar3[iVar5 + 8] != (Behavior<SurvivorBot> *)0x0) {
Behavior<SurvivorBot>::Resume
((Behavior<SurvivorBot> *)piVar3[iVar5 + 8],(SurvivorBot *)piVar3[6]);
}
}
param_1[0x80] = (SurvivorBot)0x0;
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
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.