SurvivorLegsStayClose::OnCommandPause
0x0095ba70 · 75 bytes · __cdecl
_ZN21SurvivorLegsStayClose14OnCommandPauseEP11SurvivorBotf
Decompiled
undefined (2 params)
/* SurvivorLegsStayClose::OnCommandPause(SurvivorBot*, float) */
SurvivorBot * SurvivorLegsStayClose::OnCommandPause(SurvivorBot *param_1,float param_2)
{
SurvivorLegsWait *this;
this = ::operator_new(0x44);
/* try { // try from 0095ba94 to 0095ba98 has its CatchHandler @ 0095babb */
SurvivorLegsWait::SurvivorLegsWait(this,0.0);
*(undefined4 *)param_1 = 2;
*(SurvivorLegsWait **)(param_1 + 4) = this;
*(char **)(param_1 + 8) = "Standing still...";
*(undefined4 *)(param_1 + 0xc) = 3;
return param_1;
}
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.