InfectedAlert::OnBlinded
0x00a19ba0 · 179 bytes · __cdecl
_ZN13InfectedAlert9OnBlindedEP8InfectedP11CBaseEntity
Decompiled
undefined (2 params)
/* InfectedAlert::OnBlinded(Infected*, CBaseEntity*) */
Infected * InfectedAlert::OnBlinded(Infected *param_1,CBaseEntity *param_2)
{
undefined4 *puVar1;
InfectedAlert *pIVar2;
InfectedBlinded *this;
int *in_stack_0000000c;
int *in_stack_00000010;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
if (in_stack_00000010 == (int *)0x0) {
puVar1 = (undefined4 *)(**(code **)(*in_stack_0000000c + 0x288))();
}
else {
puVar1 = (undefined4 *)(**(code **)(*in_stack_00000010 + 0x288))();
}
local_28 = *puVar1;
local_24 = puVar1[1];
local_20 = puVar1[2];
pIVar2 = ::operator_new(0x80);
InfectedAlert(pIVar2,&local_28,1);
this = ::operator_new(0x58);
/* try { // try from 00a19c15 to 00a19c19 has its CatchHandler @ 00a19c56 */
InfectedBlinded::InfectedBlinded(this,(Action *)pIVar2,"Zombie.IgniteScream");
*(undefined4 *)param_1 = 1;
*(InfectedBlinded **)(param_1 + 4) = this;
*(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.