L4D1SurvivorMinigunAttack::AimWeapon
0x009238b0 · 113 bytes · __thiscall
_ZN25L4D1SurvivorMinigunAttack9AimWeaponEP11SurvivorBot
Decompiled
undefined (2 params)
/* L4D1SurvivorMinigunAttack::AimWeapon(SurvivorBot*) */
void __thiscall
L4D1SurvivorMinigunAttack::AimWeapon(L4D1SurvivorMinigunAttack *this,SurvivorBot *param_1)
{
int iVar1;
int *piVar2;
iVar1 = SelectTarget(this,param_1);
if (iVar1 != 0) {
piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x9a4))(param_1);
(**(code **)(*piVar2 + 0xc4))
(piVar2,iVar1,2,0x40400000,0,"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.