LostVictim::Update
0x00a28a30 · 168 bytes · __thiscall
_ZN10LostVictim6UpdateEP8Infectedf
Decompiled
undefined (3 params)
/* LostVictim::Update(Infected*, float) */
LostVictim * __thiscall LostVictim::Update(LostVictim *this,Infected *param_1,float param_2)
{
char cVar1;
int *piVar2;
longdouble lVar3;
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,599);
if (cVar1 == '\0') {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "No longer stumbling to a stop";
return this;
}
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 < *(float *)(param_1 + 0x3c)) {
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Spent too long in this state";
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.