SurvivorDislodgeVictim::InitialContainedAction
0x0092ad70 · 214 bytes · __cdecl
_ZN22SurvivorDislodgeVictim22InitialContainedActionEP11SurvivorBot
Decompiled
undefined (1 param)
/* SurvivorDislodgeVictim::InitialContainedAction(SurvivorBot*) */
void SurvivorDislodgeVictim::InitialContainedAction(SurvivorBot *param_1)
{
undefined4 *puVar1;
puVar1 = ::operator_new(0x84);
puVar1[8] = 0;
puVar1[9] = 0;
puVar1[10] = 0;
puVar1[3] = 0;
puVar1[4] = 0;
puVar1[5] = 0;
puVar1[6] = 0;
puVar1[7] = 0;
puVar1[2] = 0;
*(undefined1 *)(puVar1 + 0xc) = 0;
*(undefined1 *)((int)puVar1 + 0x31) = 0;
puVar1[0xb] = 0;
*puVar1 = &PTR__SurvivorAttack_00d00f28;
puVar1[1] = &PTR__SurvivorAttack_00d01094;
puVar1[0xd] = &PTR_NetworkStateChanged_00c0b6e0;
puVar1[0xe] = 0;
puVar1[0xf] = 0xbf800000;
puVar1[0x10] = &PTR_NetworkStateChanged_00c0b6e0;
puVar1[0x11] = 0;
puVar1[0x12] = 0xbf800000;
puVar1[0x13] = 0xffffffff;
puVar1[0x15] = &PTR_NetworkStateChanged_00c0b6e0;
puVar1[0x16] = 0;
puVar1[0x17] = 0xbf800000;
puVar1[0x1a] = &PTR_NetworkStateChanged_00c0b6e0;
puVar1[0x1b] = 0;
puVar1[0x1c] = 0xbf800000;
puVar1[0x1d] = &PTR_NetworkStateChanged_00c0b6e0;
puVar1[0x1e] = 0;
puVar1[0x1f] = 0xbf800000;
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.