SurvivorEscapeFlames::OnEnd
0x0092bd50 · 229 bytes · __cdecl
_ZN20SurvivorEscapeFlames5OnEndEP11SurvivorBotP6ActionIS0_E
Decompiled
undefined (2 params)
/* SurvivorEscapeFlames::OnEnd(SurvivorBot*, Action<SurvivorBot>*) */
void SurvivorEscapeFlames::OnEnd(SurvivorBot *param_1,Action *param_2)
{
code *pcVar1;
int iVar2;
int *piVar3;
int *piVar4;
undefined4 uVar5;
int iVar6;
CAI_Concept local_24 [20];
pcVar1 = *(code **)(*(int *)param_2 + 0x7b4);
CAI_Concept::CAI_Concept(local_24,"SurvivorBotHasEscapedFlames");
(*pcVar1)(param_2,local_24,1,0,0,0,0);
piVar4 = (int *)(**(code **)(*(int *)param_2 + 0x9a8))(param_2);
iVar2 = piVar4[0x18];
if (0 < iVar2) {
iVar6 = iVar2 + -1;
piVar4[0x18] = iVar6;
piVar3 = (int *)piVar4[iVar2 + 8];
if (piVar3 != (int *)0x0) {
(**(code **)(*piVar3 + 4))(piVar3);
iVar6 = piVar4[0x18];
}
if ((Behavior<SurvivorBot> *)piVar4[iVar6 + 8] != (Behavior<SurvivorBot> *)0x0) {
Behavior<SurvivorBot>::Resume
((Behavior<SurvivorBot> *)piVar4[iVar6 + 8],(SurvivorBot *)piVar4[6]);
}
return;
}
piVar4 = (int *)(**(code **)(*piVar4 + 0xb0))(piVar4);
uVar5 = (**(code **)(*piVar4 + 0x13c))(piVar4);
DevMsg("%3.2f: %s: PopLegsStack: Underflow\n",(double)*(float *)(gpGlobals + 0xc),uVar5);
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.