Infected::CheckActiveSet
0x00a10480 · 128 bytes · __thiscall
_ZN8Infected14CheckActiveSetEv
Decompiled
undefined (1 param)
/* Infected::CheckActiveSet() */
void __thiscall Infected::CheckActiveSet(Infected *this)
{
int iVar1;
longdouble lVar2;
this[0x1cbc] = (Infected)0x0;
iVar1 = (**(code **)(*(int *)this + 0x52c))(this);
if ((iVar1 != 0) && (*(int *)(iVar1 + 0x15c) != 0)) {
lVar2 = (longdouble)IntervalTimer::Now();
if ((float)lVar2 != *(float *)(this + 0x1cb8)) {
(**(code **)(*(int *)(this + 0x1cb4) + 4))(this + 0x1cb4,this + 0x1cb8);
*(float *)(this + 0x1cb8) = (float)lVar2;
}
this[0x1cbc] = (Infected)0x1;
}
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.