Infected::OnHitByVomitJar
0x00a0d7c0 · 391 bytes · __thiscall
_ZN8Infected15OnHitByVomitJarEP20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* Infected::OnHitByVomitJar(CBaseCombatCharacter*) */
void __thiscall Infected::OnHitByVomitJar(Infected *this,CBaseCombatCharacter *param_1)
{
float fVar1;
char cVar2;
int *piVar3;
undefined4 *puVar4;
NextBotManager *this_00;
longdouble lVar5;
cVar2 = (**(code **)(*(int *)this + 300))(this);
if (cVar2 == '\0') {
return;
}
cVar2 = (**(code **)(*(int *)this + 0x550))(this);
if (cVar2 == '\0') {
this_00 = (NextBotManager *)TheNextBots();
NextBotManager::OnCharacterVomitedUpon(this_00,(CBaseCombatCharacter *)this);
}
if (param_1 != (CBaseCombatCharacter *)0x0) {
cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar2 != '\0') {
puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x1d84) = *puVar4;
goto LAB_00a0d824;
}
}
*(undefined4 *)(this + 0x1d84) = 0xffffffff;
LAB_00a0d824:
fVar1 = *(float *)(vomitjar_duration_infected_bot._28_4_ + 0x2c);
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 + fVar1 != *(float *)(this + 0x1d80)) {
(**(code **)(*(int *)(this + 0x1d78) + 4))(this + 0x1d78,this + 0x1d80);
*(float *)(this + 0x1d80) = (float)lVar5 + fVar1;
}
if (fVar1 != *(float *)(this + 0x1d7c)) {
(**(code **)(*(int *)(this + 0x1d78) + 4))(this + 0x1d78,this + 0x1d7c);
*(float *)(this + 0x1d7c) = fVar1;
}
CL4DGameStats::Event_OnHitByVomitJar((CL4DGameStats *)CL4D_GameStats,param_1);
if (*(int *)(sv_disable_glow_survivors._28_4_ + 0x30) == 0) {
CGlowProperty::SetGlowState((CGlowProperty *)(this + 0x1f0),3);
CGlowProperty::SetGlowColorOverride((CGlowProperty *)(this + 0x1f0),0xffb812c9);
}
piVar3 = (int *)(**(code **)(*(int *)this + 0x148))(this);
/* WARNING: Could not recover jumptable at 0x00a0d8cc. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar3 + 0x80))();
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.