SurvivorDebugApproach::OnCommandApproach
0x00929000 · 224 bytes · __thiscall
_ZN21SurvivorDebugApproach17OnCommandApproachEP11SurvivorBotRK6Vectorf
Decompiled
undefined (4 params)
/* SurvivorDebugApproach::OnCommandApproach(SurvivorBot*, Vector const&, float) */
SurvivorDebugApproach * __thiscall
SurvivorDebugApproach::OnCommandApproach
(SurvivorDebugApproach *this,SurvivorBot *param_1,Vector *param_2,float param_3)
{
int *piVar1;
SurvivorLegsApproach *this_00;
int iVar2;
undefined4 *puVar3;
*(undefined4 *)(param_1 + 0x34) = *(undefined4 *)param_3;
*(undefined4 *)(param_1 + 0x38) = *(undefined4 *)((int)param_3 + 4);
*(undefined4 *)(param_1 + 0x3c) = *(undefined4 *)((int)param_3 + 8);
this_00 = ::operator_new(0x9050);
/* try { // try from 00929048 to 0092904c has its CatchHandler @ 009290e0 */
SurvivorLegsApproach::SurvivorLegsApproach(this_00,(Vector *)param_3);
iVar2 = (**(code **)(*(int *)param_2 + 0x9a8))(param_2);
piVar1 = *(int **)(iVar2 + 0x20 + *(int *)(iVar2 + 0x60) * 4);
puVar3 = ::operator_new(0x38);
*puVar3 = &PTR__Behavior_00d00308;
puVar3[1] = &PTR__Behavior_00d003d0;
/* try { // try from 00929095 to 00929099 has its CatchHandler @ 009290f5 */
CFmtStrN<32>::CFmtStrN((CFmtStrN<32> *)(puVar3 + 3),"%s",&DAT_00d539c2);
puVar3[2] = this_00;
*(undefined4 **)(iVar2 + 0x20 + *(int *)(iVar2 + 0x60) * 4) = puVar3;
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
}
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 3;
return this;
}
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.