PunchVictim::OnCommandAttack
0x00a2a170 · 239 bytes · __cdecl
_ZN11PunchVictim15OnCommandAttackEP8InfectedP11CBaseEntity
Decompiled
undefined (2 params)
/* PunchVictim::OnCommandAttack(Infected*, CBaseEntity*) */
Infected * PunchVictim::OnCommandAttack(Infected *param_1,CBaseEntity *param_2)
{
uint uVar1;
undefined4 uVar2;
char cVar3;
int iVar4;
undefined4 *puVar5;
undefined *puVar6;
int iVar7;
CBaseEntity *in_stack_00000010;
if ((((in_stack_00000010 == (CBaseEntity *)0x0) ||
(uVar1 = *(uint *)(param_2 + 0x58), uVar1 == 0xffffffff)) ||
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar6 + 8) != uVar1 >> 0xc || (iVar7 = *(int *)(puVar6 + 4), iVar7 == 0))))
goto LAB_00a2a1b0;
if (*(int *)(in_stack_00000010 + 0x30) == 0) {
iVar7 = *(int *)(iVar7 + 0x30);
iVar4 = 0;
if (iVar7 != 0) goto LAB_00a2a201;
LAB_00a2a268:
iVar7 = 0;
}
else {
iVar7 = *(int *)(iVar7 + 0x30);
iVar4 = *(int *)(in_stack_00000010 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
if (iVar7 == 0) goto LAB_00a2a268;
LAB_00a2a201:
iVar7 = iVar7 - *(int *)(gpGlobals + 0x58) >> 4;
}
if ((iVar4 != iVar7) && (cVar3 = InfectedAttack::IsValidEnemy(in_stack_00000010), cVar3 != '\0'))
{
iVar7 = *(int *)(param_2 + 0x34);
puVar5 = (undefined4 *)(**(code **)(*(int *)in_stack_00000010 + 0xc))();
*(undefined4 *)param_1 = 3;
uVar2 = *puVar5;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 1;
*(undefined4 *)(iVar7 + 0x34) = uVar2;
return param_1;
}
LAB_00a2a1b0:
*(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.