InfectedAttack::OnLandOnGround
0x00a28d40 · 288 bytes · __cdecl
_ZN14InfectedAttack14OnLandOnGroundEP8InfectedP11CBaseEntity
Decompiled
undefined (2 params)
/* InfectedAttack::OnLandOnGround(Infected*, CBaseEntity*) */
Infected * InfectedAttack::OnLandOnGround(Infected *param_1,CBaseEntity *param_2)
{
undefined4 uVar1;
char cVar2;
undefined4 *puVar3;
undefined4 *puVar4;
int *in_stack_00000010;
if (in_stack_00000010 != (int *)0x0) {
cVar2 = (**(code **)(*in_stack_00000010 + 0x16c))();
if (cVar2 != '\0') {
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;
/* try { // try from 00a28ddf to 00a28df1 has its CatchHandler @ 00a28e67 */
puVar4 = (undefined4 *)(**(code **)(*in_stack_00000010 + 0xc))();
puVar3[0xd] = *puVar4;
puVar4 = (undefined4 *)(**(code **)(*in_stack_00000010 + 0x288))();
uVar1 = *puVar4;
*(undefined4 *)param_1 = 2;
*(undefined4 **)(param_1 + 4) = puVar3;
puVar3[0xe] = uVar1;
uVar1 = puVar4[1];
*(char **)(param_1 + 8) = "Landed on a player\'s head";
*(undefined4 *)(param_1 + 0xc) = 3;
puVar3[0xf] = uVar1;
uVar1 = puVar4[2];
puVar3[0x11] = 0;
puVar3[0x10] = uVar1;
return param_1;
}
}
*(undefined4 *)param_1 = 0;
*(undefined4 *)(param_1 + 4) = 0;
*(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
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.