CTerrorPlayer::OnSlammedSurvivor
0x009b0e50 · 766 bytes · __thiscall
_ZN13CTerrorPlayer17OnSlammedSurvivorEPS_bb
Decompiled
undefined (4 params)
/* CTerrorPlayer::OnSlammedSurvivor(CTerrorPlayer*, bool, bool) */
void __thiscall
CTerrorPlayer::OnSlammedSurvivor
(CTerrorPlayer *this,CTerrorPlayer *param_1,bool param_2,bool param_3)
{
int iVar1;
float fVar2;
float local_94;
float local_90;
float local_8c;
float local_88;
float local_84;
float local_80;
CTakeDamageInfo local_7c [12];
undefined4 local_70;
undefined4 local_6c;
undefined4 local_68;
uint local_34;
CBaseEntity::EmitSound((CBaseEntity *)this,"ChargerZombie.ImpactHard",0.0,(float *)0x0);
iVar1 = GetDifficulty();
fVar2 = 15.0;
if ((iVar1 != 2) && (fVar2 = 20.0, iVar1 != 3)) {
fVar2 = 10.0;
}
CTakeDamageInfo::CTakeDamageInfo(local_7c,(CBaseEntity *)this,(CBaseEntity *)this,fVar2,0x80,0);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
local_70 = *(undefined4 *)(param_1 + 0x2e0);
local_6c = *(undefined4 *)(param_1 + 0x2e4);
local_68 = *(undefined4 *)(param_1 + 0x2e8);
if (param_3) {
local_34 = local_34 | 0x8000;
}
CBaseEntity::TakeDamage((CBaseEntity *)param_1,local_7c);
if (param_2) {
(**(code **)(*(int *)param_1 + 0x7fc))(param_1,0x50);
(**(code **)(*(int *)this + 0x24c))(this,&local_94,0,0);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
local_88 = local_94 * 12.0 + *(float *)(this + 0x2e0);
local_84 = local_90 * 12.0 + *(float *)(this + 0x2e4);
local_80 = local_8c * 12.0 + *(float *)(this + 0x2e8);
OnStunned(this,0.0);
OnStaggered(this,(CBaseEntity *)0x0,(Vector *)&local_88);
Vocalize(this,"ChargerZombie.Stagger",0.0,0.0);
QueuePummelVictim(this,param_1,0.75);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
UTIL_ScreenShake(this + 0x2e0,0x40a00000,0x43160000,0x3fc00000,0x42f00000,0,0,0);
return;
}
(**(code **)(*(int *)param_1 + 0x7fc))(param_1,0x51,0);
(**(code **)(*(int *)this + 0x7fc))(this,0x4b,0);
OnStunned(this,1.0);
QueuePummelVictim(this,param_1,1.0);
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.