SurvivorIntention::AddThreat
0x0094c4b0 · 66 bytes · __thiscall
_ZN17SurvivorIntention9AddThreatEP20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* SurvivorIntention::AddThreat(CBaseCombatCharacter*) */
void __thiscall SurvivorIntention::AddThreat(SurvivorIntention *this,CBaseCombatCharacter *param_1)
{
RecognizedActor local_38 [44];
RecognizedActor::RecognizedActor(local_38,param_1);
RecognizedActor::UpdateAudible(local_38);
CUtlVector<RecognizedActor,CUtlMemory<RecognizedActor,int>>::InsertBefore
((CUtlVector<RecognizedActor,CUtlMemory<RecognizedActor,int>> *)(this + 100),
*(int *)(this + 0x70),local_38);
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.