SurvivorAmbushBoomer::OnStartUse
0x0092a5c0 · 54 bytes · __thiscall
_ZN20SurvivorAmbushBoomer10OnStartUseEP11SurvivorBot
Decompiled
undefined (2 params)
/* SurvivorAmbushBoomer::OnStartUse(SurvivorBot*) */
void __thiscall SurvivorAmbushBoomer::OnStartUse(SurvivorAmbushBoomer *this,SurvivorBot *param_1)
{
(**(code **)(*(int *)param_1 + 0x940))(param_1,0xbf800000);
this[0x68] = (SurvivorAmbushBoomer)0x1;
SurvivorUseObject::OnStartUse((SurvivorUseObject *)this,param_1);
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.