SurvivorEngageTheEnemy::OnOtherKilled
0x0091c3a0 · 149 bytes · __thiscall
_ZN22SurvivorEngageTheEnemy13OnOtherKilledEP11SurvivorBotP20CBaseCombatCharacterRK15CTakeDamageInfo
Decompiled
undefined (4 params)
/* SurvivorEngageTheEnemy::OnOtherKilled(SurvivorBot*, CBaseCombatCharacter*, CTakeDamageInfo
const&) */
SurvivorEngageTheEnemy * __thiscall
SurvivorEngageTheEnemy::OnOtherKilled
(SurvivorEngageTheEnemy *this,SurvivorBot *param_1,CBaseCombatCharacter *param_2,
CTakeDamageInfo *param_3)
{
char cVar1;
int iVar2;
if (param_3 == (CTakeDamageInfo *)0x0) goto LAB_0091c3f0;
cVar1 = (**(code **)(*(int *)param_2 + 0x9b0))(param_2,param_3);
if (cVar1 == '\0') goto LAB_0091c3f0;
iVar2 = CTerrorPlayer::ClassifyZombie((CBaseEntity *)param_3);
if (iVar2 < 1) {
LAB_0091c440:
iVar2 = *(int *)(param_1 + 0x40);
}
else {
if (6 < iVar2) {
if (iVar2 < 9) {
*(int *)(param_1 + 0x40) = *(int *)(param_1 + 0x40) + 10;
goto LAB_0091c3f0;
}
goto LAB_0091c440;
}
iVar2 = *(int *)(param_1 + 0x40) + 2;
}
*(int *)(param_1 + 0x40) = iVar2 + 1;
LAB_0091c3f0:
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
return this;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.