InfectedAlert::OnShoved
0x00a18ff0 · 414 bytes · __cdecl
_ZN13InfectedAlert8OnShovedEP8InfectedP11CBaseEntity
Decompiled
undefined (2 params)
/* InfectedAlert::OnShoved(Infected*, CBaseEntity*) */
Infected * InfectedAlert::OnShoved(Infected *param_1,CBaseEntity *param_2)
{
char cVar1;
int iVar2;
undefined4 *puVar3;
undefined4 *puVar4;
Infected *in_stack_0000000c;
CBaseEntity *in_stack_00000010;
if (((in_stack_00000010 != (CBaseEntity *)0x0) &&
(cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x16c))(), cVar1 != '\0')) &&
(in_stack_0000000c[0x1d90] == (Infected)0x0)) {
iVar2 = CBaseEntity::GetTeamNumber(in_stack_00000010);
cVar1 = IsASurvivorTeam(iVar2);
if ((cVar1 != '\0') &&
(cVar1 = (**(code **)(*(int *)in_stack_0000000c + 0x41c))(), cVar1 == '\0')) {
Infected::OnAmbushed(in_stack_0000000c,(CTerrorPlayer *)in_stack_00000010);
*(undefined4 *)param_1 = 0;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 1;
return param_1;
}
}
puVar3 = ::operator_new(0x48);
puVar3[8] = 0;
puVar3[9] = 0;
puVar3[10] = 0;
puVar3[3] = 0;
puVar3[4] = 0;
puVar3[5] = 0;
puVar3[6] = 0;
puVar3[7] = 0;
puVar3[2] = 0;
*(undefined1 *)(puVar3 + 0xc) = 0;
*(undefined1 *)((int)puVar3 + 0x31) = 0;
puVar3[0xb] = 0;
*puVar3 = &PTR__InfectedShoved_00d21b88;
puVar3[1] = &PTR__InfectedShoved_00d21cec;
puVar3[0xd] = 0xffffffff;
if (in_stack_00000010 == (CBaseEntity *)0x0) {
puVar3[0xe] = vec3_origin;
puVar3[0xf] = DAT_01053d4c;
puVar3[0x10] = DAT_01053d50;
}
else {
/* try { // try from 00a190b9 to 00a190cb has its CatchHandler @ 00a1919a */
puVar4 = (undefined4 *)(**(code **)(*(int *)in_stack_00000010 + 0xc))();
puVar3[0xd] = *puVar4;
puVar4 = (undefined4 *)(**(code **)(*(int *)in_stack_00000010 + 0x288))();
puVar3[0xe] = *puVar4;
puVar3[0xf] = puVar4[1];
puVar3[0x10] = puVar4[2];
}
puVar3[0x11] = 0;
*(undefined4 *)param_1 = 2;
*(undefined4 **)(param_1 + 4) = puVar3;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 1;
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
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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.