SurvivorTakePills::Update
0x00934710 · 225 bytes · __thiscall
_ZN17SurvivorTakePills6UpdateEP11SurvivorBotf
Decompiled
undefined (3 params)
/* SurvivorTakePills::Update(SurvivorBot*, float) */
SurvivorTakePills * __thiscall
SurvivorTakePills::Update(SurvivorTakePills *this,SurvivorBot *param_1,float param_2)
{
int iVar1;
int iVar2;
longdouble lVar3;
iVar1 = (**(code **)(*(int *)param_2 + 0x484))(param_2,4);
if (iVar1 == 0) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "I don\'t have any pills or adrenaline";
return this;
}
lVar3 = (longdouble)CountdownTimer::Now();
if (*(float *)(param_1 + 0x3c) <= (float)lVar3) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Done waiting";
return this;
}
iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_2);
if (iVar1 == iVar2) {
(**(code **)(*(int *)param_2 + 0x938))(param_2,0xbf800000);
}
else {
(**(code **)(*(int *)param_2 + 0x474))(param_2,iVar1,0);
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
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.