SurvivorBehavior::OnShoved
0x00926b20 · 175 bytes · __cdecl
_ZN16SurvivorBehavior8OnShovedEP11SurvivorBotP11CBaseEntity
Decompiled
undefined (2 params)
/* SurvivorBehavior::OnShoved(SurvivorBot*, CBaseEntity*) */
SurvivorBot * SurvivorBehavior::OnShoved(SurvivorBot *param_1,CBaseEntity *param_2)
{
char cVar1;
int *piVar2;
longdouble lVar3;
SurvivorBot *in_stack_0000000c;
int *in_stack_00000010;
if (in_stack_00000010 != (int *)0x0) {
cVar1 = (**(code **)(*in_stack_00000010 + 0x16c))();
if (cVar1 != '\0') {
cVar1 = (**(code **)(*in_stack_00000010 + 0x16c))();
piVar2 = (int *)0x0;
if (cVar1 != '\0') {
piVar2 = in_stack_00000010;
}
cVar1 = (**(code **)(*piVar2 + 0x5a8))(piVar2);
if (cVar1 == '\0') {
lVar3 = (longdouble)RandomFloat(0x3f800000,0x40000000);
SurvivorBot::Say(in_stack_0000000c,"SurvivorBotWasShoved",2,(float)lVar3,0);
}
}
}
*(undefined4 *)param_1 = 0;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 1;
return param_1;
}
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.