SurvivorLegsWait::Update
0x009620f0 · 109 bytes · __cdecl
_ZN16SurvivorLegsWait6UpdateEP11SurvivorBotf
Decompiled
undefined (2 params)
/* SurvivorLegsWait::Update(SurvivorBot*, float) */
void SurvivorLegsWait::Update(SurvivorBot *param_1,float param_2)
{
longdouble lVar1;
if (0.0 < *(float *)((int)param_2 + 0x40)) {
lVar1 = (longdouble)CountdownTimer::Now();
if (*(float *)((int)param_2 + 0x40) <= (float)lVar1) {
*(undefined4 *)param_1 = 3;
*(undefined4 *)(param_1 + 4) = 0;
*(char **)(param_1 + 8) = "Wait duration elapsed";
return;
}
}
*(undefined4 *)param_1 = 0;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
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.