Infected::IgnoreSurvivorCharacter
0x00a11a20 · 131 bytes · __thiscall
_ZN8Infected23IgnoreSurvivorCharacterE21SurvivorCharacterTypef
Decompiled
undefined (3 params)
/* Infected::IgnoreSurvivorCharacter(SurvivorCharacterType, float) */
void __thiscall Infected::IgnoreSurvivorCharacter(Infected *this,int param_2,float param_3)
{
longdouble lVar1;
param_2 = param_2 * 0xc;
lVar1 = (longdouble)CountdownTimer::Now();
if ((float)lVar1 + param_3 != *(float *)(this + param_2 + 0x1d50)) {
(**(code **)(*(int *)(this + param_2 + 0x1d48) + 4))
(this + param_2 + 0x1d48,this + param_2 + 0x1d50);
*(float *)(this + param_2 + 0x1d50) = (float)lVar1 + param_3;
}
if (param_3 != *(float *)(this + param_2 + 0x1d4c)) {
(**(code **)(*(int *)(this + param_2 + 0x1d48) + 4))
(this + param_2 + 0x1d48,this + param_2 + 0x1d4c);
*(float *)(this + param_2 + 0x1d4c) = param_3;
}
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.