SurvivorIntention::IsWitchImmediatelyDangerousTo
0x0094b580 · 164 bytes · __thiscall
_ZNK17SurvivorIntention29IsWitchImmediatelyDangerousToEPK13CTerrorPlayerP20CBaseCombatCharacter
Decompiled
undefined (3 params)
/* SurvivorIntention::IsWitchImmediatelyDangerousTo(CTerrorPlayer const*, CBaseCombatCharacter*)
const */
undefined4 __thiscall
SurvivorIntention::IsWitchImmediatelyDangerousTo
(SurvivorIntention *this,CTerrorPlayer *param_1,CBaseCombatCharacter *param_2)
{
char cVar1;
int *piVar2;
int *piVar3;
undefined4 uVar4;
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x148))(param_2);
if (piVar2 != (int *)0x0) {
piVar3 = (int *)(**(code **)(*piVar2 + 0xc4))(piVar2);
cVar1 = (**(code **)(*piVar3 + 0x114))(piVar3,0);
if (cVar1 != '\0') {
return 0;
}
piVar3 = (int *)(**(code **)(*piVar2 + 0xc4))(piVar2);
cVar1 = (**(code **)(*piVar3 + 0x114))(piVar3,1);
if (cVar1 != '\0') {
piVar2 = (int *)(**(code **)(*piVar2 + 0xcc))(piVar2);
/* WARNING: Could not recover jumptable at 0x0094b626. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar4 = (**(code **)(*piVar2 + 0x100))();
return uVar4;
}
}
return 1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.