SurvivorIntention::IsImmediatelyDangerousTo
0x0094c3c0 · 184 bytes · __thiscall
_ZNK17SurvivorIntention24IsImmediatelyDangerousToEPK13CTerrorPlayerP20CBaseCombatCharacter
Decompiled
undefined (3 params)
/* SurvivorIntention::IsImmediatelyDangerousTo(CTerrorPlayer const*, CBaseCombatCharacter*) const */
undefined4 __thiscall
SurvivorIntention::IsImmediatelyDangerousTo
(SurvivorIntention *this,CTerrorPlayer *param_1,CBaseCombatCharacter *param_2)
{
char cVar1;
undefined4 uVar2;
if ((param_2 != (CBaseCombatCharacter *)0x0) &&
(cVar1 = (**(code **)(*(int *)param_2 + 300))(param_2), cVar1 != '\0')) {
uVar2 = CTerrorPlayer::ClassifyZombie((CBaseEntity *)param_2);
switch(uVar2) {
case 0:
uVar2 = IsCommonImmediatelyDangerousTo(this,param_1,param_2);
return uVar2;
case 1:
uVar2 = IsSmokerImmediatelyDangerousTo(this,param_1,param_2);
return uVar2;
case 2:
uVar2 = IsBoomerImmediatelyDangerousTo(this,param_1,param_2);
return uVar2;
case 3:
uVar2 = IsHunterImmediatelyDangerousTo(this,param_1,param_2);
return uVar2;
case 4:
uVar2 = IsSpitterImmediatelyDangerousTo(this,param_1,param_2);
return uVar2;
case 5:
uVar2 = IsJockeyImmediatelyDangerousTo(this,param_1,param_2);
return uVar2;
case 6:
uVar2 = IsChargerImmediatelyDangerousTo(this,param_1,param_2);
return uVar2;
case 7:
uVar2 = IsWitchImmediatelyDangerousTo(this,param_1,param_2);
return uVar2;
case 8:
uVar2 = IsTankImmediatelyDangerousTo(this,param_1,param_2);
return uVar2;
}
}
return 0;
}
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.