SurvivorAttack::AimWeapon
0x009192c0 · 145 bytes · __thiscall
_ZN14SurvivorAttack9AimWeaponEP11SurvivorBot
Decompiled
undefined (2 params)
/* SurvivorAttack::AimWeapon(SurvivorBot*) */
void __thiscall SurvivorAttack::AimWeapon(SurvivorAttack *this,SurvivorBot *param_1)
{
char cVar1;
CBaseCombatCharacter *pCVar2;
SurvivorIntention *this_00;
int *piVar3;
pCVar2 = (CBaseCombatCharacter *)SelectTarget(this,param_1);
if (pCVar2 != (CBaseCombatCharacter *)0x0) {
this_00 = (SurvivorIntention *)(**(code **)(*(int *)param_1 + 0x9a8))(param_1);
cVar1 = SurvivorIntention::IsImmediatelyDangerousTo(this_00,(CTerrorPlayer *)param_1,pCVar2);
piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x9a4))(param_1);
(**(code **)(*piVar3 + 0xc4))
(piVar3,pCVar2,2 - (uint)(cVar1 == '\0'),0x40400000,0,"Aiming at selected target",1,
0x3e800000);
}
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.