SurvivorUseObject::OnStartUse
0x00936fb0 · 278 bytes · __thiscall
_ZN17SurvivorUseObject10OnStartUseEP11SurvivorBot
Decompiled
undefined (2 params)
/* SurvivorUseObject::OnStartUse(SurvivorBot*) */
void __thiscall SurvivorUseObject::OnStartUse(SurvivorUseObject *this,SurvivorBot *param_1)
{
int *piVar1;
SurvivorLegsWait *this_00;
int iVar2;
undefined4 *puVar3;
longdouble lVar4;
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + 1.0 != *(float *)(this + 0x40)) {
(**(code **)(*(int *)(this + 0x38) + 4))(this + 0x38,this + 0x40);
*(float *)(this + 0x40) = (float)lVar4 + 1.0;
}
if (*(float *)(this + 0x3c) != 1.0) {
(**(code **)(*(int *)(this + 0x38) + 4))(this + 0x38,this + 0x3c);
*(undefined4 *)(this + 0x3c) = 0x3f800000;
}
this_00 = ::operator_new(0x44);
/* try { // try from 0093701f to 00937023 has its CatchHandler @ 009370ed */
SurvivorLegsWait::SurvivorLegsWait(this_00,0.0);
iVar2 = (**(code **)(*(int *)param_1 + 0x9a8))(param_1);
piVar1 = *(int **)(iVar2 + 0x20 + *(int *)(iVar2 + 0x60) * 4);
puVar3 = ::operator_new(0x38);
*puVar3 = &PTR__Behavior_00d00308;
puVar3[1] = &PTR__Behavior_00d003d0;
/* try { // try from 00937069 to 0093706d has its CatchHandler @ 009370ce */
CFmtStrN<32>::CFmtStrN((CFmtStrN<32> *)(puVar3 + 3),"%s",&DAT_00d539c2);
puVar3[2] = this_00;
*(undefined4 **)(iVar2 + 0x20 + *(int *)(iVar2 + 0x60) * 4) = puVar3;
if (piVar1 != (int *)0x0) {
/* WARNING: Could not recover jumptable at 0x0093708e. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar1 + 4))();
return;
}
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.