SurvivorLiberateBesiegedFriend::OnInjured
0x0091d8a0 · 297 bytes · __thiscall
_ZN30SurvivorLiberateBesiegedFriend9OnInjuredEP11SurvivorBotRK15CTakeDamageInfo
Decompiled
undefined (3 params)
/* SurvivorLiberateBesiegedFriend::OnInjured(SurvivorBot*, CTakeDamageInfo const&) */
SurvivorLiberateBesiegedFriend * __thiscall
SurvivorLiberateBesiegedFriend::OnInjured
(SurvivorLiberateBesiegedFriend *this,SurvivorBot *param_1,CTakeDamageInfo *param_2)
{
int iVar1;
char cVar2;
int *piVar3;
undefined4 *puVar4;
longdouble lVar5;
iVar1 = *(int *)(param_2 + 0x100);
lVar5 = (longdouble)(**(code **)(*(int *)param_2 + 0x7e4))(param_2);
if (50.0 <= (float)lVar5 + (float)iVar1) {
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9a0))(param_2);
cVar2 = (**(code **)(*piVar3 + 0x114))(piVar3);
if (cVar2 == '\0') {
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
return this;
}
puVar4 = ::operator_new(0x34);
*(undefined4 *)this = 2;
puVar4[8] = 0;
puVar4[9] = 0;
puVar4[10] = 0;
puVar4[3] = 0;
puVar4[4] = 0;
puVar4[5] = 0;
puVar4[6] = 0;
puVar4[7] = 0;
puVar4[2] = 0;
*(undefined1 *)(puVar4 + 0xc) = 0;
*(undefined1 *)((int)puVar4 + 0x31) = 0;
puVar4[0xb] = 0;
*puVar4 = &PTR__SurvivorEscapeLadderAmbush_00d01348;
puVar4[1] = &PTR__SurvivorEscapeLadderAmbush_00d014ac;
*(undefined4 **)(this + 4) = puVar4;
*(char **)(this + 8) = "I\'m being attacked while helpless on a ladder!";
*(undefined4 *)(this + 0xc) = 3;
}
else {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Ouch! I have to defend myself!";
*(undefined4 *)(this + 0xc) = 2;
}
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.