SurvivorAttack::OnStart
0x0091b020 · 204 bytes · __thiscall
_ZN14SurvivorAttack7OnStartEP11SurvivorBotP6ActionIS0_E
Decompiled
undefined (3 params)
/* SurvivorAttack::OnStart(SurvivorBot*, Action<SurvivorBot>*) */
SurvivorAttack * __thiscall
SurvivorAttack::OnStart(SurvivorAttack *this,SurvivorBot *param_1,Action *param_2)
{
longdouble lVar1;
*(undefined4 *)(param_1 + 0x50) = 0;
param_1[0x80] = (SurvivorBot)0x0;
EquipBestWeapon((SurvivorAttack *)param_1,(SurvivorBot *)param_2);
*(undefined4 *)(param_1 + 100) = 0;
lVar1 = (longdouble)CountdownTimer::Now();
if ((float)lVar1 + 0.9 != *(float *)(param_1 + 0x70)) {
(**(code **)(*(int *)(param_1 + 0x68) + 4))(param_1 + 0x68,param_1 + 0x70);
*(float *)(param_1 + 0x70) = (float)lVar1 + 0.9;
}
if (*(float *)(param_1 + 0x6c) != 0.9) {
(**(code **)(*(int *)(param_1 + 0x68) + 4))(param_1 + 0x68,param_1 + 0x6c);
*(undefined4 *)(param_1 + 0x6c) = 0x3f666666;
}
param_1[0x32] = (SurvivorBot)0x0;
*(undefined4 *)(param_1 + 0x4c) = 0xffffffff;
*(undefined4 *)(param_1 + 0x50) = 0;
*(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.