SurvivorBehavior::OnPickUp
0x00926be0 · 169 bytes · __cdecl
_ZN16SurvivorBehavior8OnPickUpEP11SurvivorBotP11CBaseEntityP20CBaseCombatCharacter
Decompiled
undefined (3 params)
/* SurvivorBehavior::OnPickUp(SurvivorBot*, CBaseEntity*, CBaseCombatCharacter*) */
SurvivorBot *
SurvivorBehavior::OnPickUp(SurvivorBot *param_1,CBaseEntity *param_2,CBaseCombatCharacter *param_3)
{
char cVar1;
longdouble lVar2;
int in_stack_00000010;
int in_stack_00000014;
if ((in_stack_00000010 != 0) && (in_stack_00000014 != 0)) {
cVar1 = (**(code **)(*(int *)(param_3 + 0x4028) + 0xe0))(param_3 + 0x4028);
if (cVar1 == '\0') {
lVar2 = (longdouble)RandomFloat(0x3f800000,0x40000000);
SurvivorBot::Say((SurvivorBot *)param_3,"SurvivorBotThanksForGift",1,(float)lVar2,
in_stack_00000014);
}
}
*(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
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.