Infected::BodyTarget
0x00a0cd20 · 114 bytes · __cdecl
_ZN8Infected10BodyTargetERK6Vectorb
Decompiled
undefined (2 params)
/* Infected::BodyTarget(Vector const&, bool) */
Vector * Infected::BodyTarget(Vector *param_1,bool param_2)
{
char cVar1;
undefined3 in_stack_00000009;
cVar1 = CDirectorChallengeMode::HeadshotOnly(*(CDirectorChallengeMode **)(TheDirector + 0x648));
if (cVar1 == '\0') {
CBaseEntity::BodyTarget(param_1,param_2);
return param_1;
}
(**(code **)(*_param_2 + 0x234))(param_1,_param_2);
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.