InfectedChangePosture::Update
0x00a1b720 · 142 bytes · __thiscall
_ZN21InfectedChangePosture6UpdateEP8Infectedf
Decompiled
undefined (3 params)
/* InfectedChangePosture::Update(Infected*, float) */
InfectedChangePosture * __thiscall
InfectedChangePosture::Update(InfectedChangePosture *this,Infected *param_1,float param_2)
{
char cVar1;
int *piVar2;
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
cVar1 = (**(code **)(*piVar2 + 0xf8))(piVar2);
if (cVar1 != '\0') {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
cVar1 = (**(code **)(*piVar2 + 0x108))(piVar2);
if (cVar1 == '\0') {
(**(code **)(*piVar2 + 0xec))(piVar2,*(undefined4 *)(param_1 + 0x34));
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
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.