SurvivorUseObject::SurvivorUseObject
0x00936e80 · 279 bytes · __thiscall
_ZN17SurvivorUseObjectC2EP11CBaseEntity6Vector
Decompiled
undefined (3 params)
/* SurvivorUseObject::SurvivorUseObject(CBaseEntity*, Vector) */
void __thiscall
SurvivorUseObject::SurvivorUseObject
(SurvivorUseObject *this,int *param_1,undefined4 param_3,undefined4 param_4,
undefined4 param_5)
{
undefined4 *puVar1;
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 8) = 0;
this[0x30] = (SurvivorUseObject)0x0;
this[0x31] = (SurvivorUseObject)0x0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined ***)this = &PTR__SurvivorUseObject_00d072e8;
*(undefined ***)(this + 4) = &PTR__SurvivorUseObject_00d07464;
*(undefined4 *)(this + 0x34) = 0xffffffff;
*(undefined ***)(this + 0x38) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x3c) = 0;
*(undefined4 *)(this + 0x40) = 0xbf800000;
*(undefined ***)(this + 0x44) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x48) = 0;
*(undefined4 *)(this + 0x4c) = 0xbf800000;
*(undefined ***)(this + 0x50) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x54) = 0;
*(undefined4 *)(this + 0x58) = 0xbf800000;
if (param_1 != (int *)0x0) {
/* try { // try from 00936f3f to 00936f8c has its CatchHandler @ 00936f9c */
puVar1 = (undefined4 *)(**(code **)(*param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x34) = *puVar1;
}
*(undefined4 *)(this + 0x5c) = param_3;
*(undefined4 *)(this + 0x60) = param_4;
*(undefined4 *)(this + 100) = param_5;
if (*(float *)(this + 0x40) == -1.0) {
return;
}
(**(code **)(*(int *)(this + 0x38) + 4))(this + 0x38,this + 0x40);
*(undefined4 *)(this + 0x40) = 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.