SurvivorDislodgeVictim::OnContact
0x0092a2c0 · 209 bytes · __thiscall
_ZN22SurvivorDislodgeVictim9OnContactEP11SurvivorBotP11CBaseEntityP10CGameTrace
Decompiled
undefined (4 params)
/* SurvivorDislodgeVictim::OnContact(SurvivorBot*, CBaseEntity*, CGameTrace*) */
SurvivorDislodgeVictim * __thiscall
SurvivorDislodgeVictim::OnContact
(SurvivorDislodgeVictim *this,SurvivorBot *param_1,CBaseEntity *param_2,
CGameTrace *param_3)
{
int iVar1;
int *piVar2;
undefined4 *puVar3;
char *pcVar4;
if (param_3 != (CGameTrace *)0x0) {
iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_3);
if (iVar1 == 3) {
if (param_1[0x68] == (SurvivorBot)0x0) {
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x9a4))(param_2);
iVar1 = *piVar2;
pcVar4 = "Trying to kill friend\'s attacker";
puVar3 = &g_SurvivorBotAttackOnReply;
}
else {
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x9a4))(param_2);
iVar1 = *piVar2;
pcVar4 = "Shoving enemy out of my way";
puVar3 = &g_SurvivorBotMeleeOnReply;
}
(**(code **)(iVar1 + 0xc4))(piVar2,param_3,2,0x3f800000,puVar3,pcVar4,1,0x3e800000);
}
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
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.