CTerrorPlayer::OnLungedInto
0x009ba650 · 144 bytes · __thiscall
_ZN13CTerrorPlayer12OnLungedIntoEPS_
Decompiled
undefined (2 params)
/* CTerrorPlayer::OnLungedInto(CTerrorPlayer*) */
void __thiscall CTerrorPlayer::OnLungedInto(CTerrorPlayer *this,CTerrorPlayer *param_1)
{
int iVar1;
char cVar2;
int iVar3;
undefined4 *puVar4;
iVar1 = *(int *)(ZombieLungePush._28_4_ + 0x30);
if (param_1 != (CTerrorPlayer *)0x0) {
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
cVar2 = IsASurvivorTeam(iVar3);
if ((cVar2 != '\0') && (this[0x3e78] != (CTerrorPlayer)0x0)) {
*(float *)(param_1 + 0x3ed8) =
*(float *)(ZombiePounceDelay._28_4_ + 0x2c) + *(float *)(gpGlobals + 0xc);
puVar4 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
*(undefined4 *)(param_1 + 0x3ed4) = *puVar4;
return;
}
}
OnShovedByLunge(param_1,this,iVar1 != 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.