SurvivorEscapeFlames::OnStart
0x0092bab0 · 389 bytes · __thiscall
_ZN20SurvivorEscapeFlames7OnStartEP11SurvivorBotP6ActionIS0_E
Decompiled
undefined (3 params)
/* SurvivorEscapeFlames::OnStart(SurvivorBot*, Action<SurvivorBot>*) */
void __thiscall
SurvivorEscapeFlames::OnStart(SurvivorEscapeFlames *this,SurvivorBot *param_1,Action *param_2)
{
int iVar1;
code *pcVar2;
int *piVar3;
undefined4 *puVar4;
undefined4 uVar5;
longdouble lVar6;
CAI_Concept local_24 [20];
lVar6 = (longdouble)IntervalTimer::Now();
if ((float)lVar6 != *(float *)(param_1 + 0x3c)) {
(**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x3c);
*(float *)(param_1 + 0x3c) = (float)lVar6;
}
if (*(float *)(param_1 + 0x48) != -1.0) {
(**(code **)(*(int *)(param_1 + 0x40) + 4))(param_1 + 0x40,param_1 + 0x48);
*(undefined4 *)(param_1 + 0x48) = 0xbf800000;
}
*(undefined4 *)(param_1 + 0x4c) = 0;
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2);
if (piVar3[0x18] < 0xf) {
puVar4 = ::operator_new(0x38);
*puVar4 = &PTR__Behavior_00d00308;
puVar4[1] = &PTR__Behavior_00d003d0;
/* try { // try from 0092bb71 to 0092bb75 has its CatchHandler @ 0092bc3e */
CFmtStrN<32>::CFmtStrN((CFmtStrN<32> *)(puVar4 + 3),"%s");
puVar4[2] = 0;
iVar1 = piVar3[0x18];
piVar3[0x18] = iVar1 + 1;
piVar3[iVar1 + 9] = (int)puVar4;
}
else {
piVar3 = (int *)(**(code **)(*piVar3 + 0xb0))(piVar3);
uVar5 = (**(code **)(*piVar3 + 0x13c))(piVar3);
DevMsg("%3.2f: %s: PushLegsStack: Overflow\n",(double)*(float *)(gpGlobals + 0xc),uVar5);
}
pcVar2 = *(code **)(*(int *)param_2 + 0x7b4);
CAI_Concept::CAI_Concept(local_24,"SurvivorBotEscapingFlames");
(*pcVar2)(param_2,local_24,1,0,0,0,0);
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
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.