InfectedBehavior::OnShoved
0x00a2fb90 · 146 bytes · __cdecl
_ZN16InfectedBehavior8OnShovedEP8InfectedP11CBaseEntity
Decompiled
undefined (2 params)
/* InfectedBehavior::OnShoved(Infected*, CBaseEntity*) */
Infected * InfectedBehavior::OnShoved(Infected *param_1,CBaseEntity *param_2)
{
char cVar1;
int iVar2;
CBaseEntity *in_stack_0000000c;
CTerrorPlayer *in_stack_00000010;
if (in_stack_0000000c[0x1d90] != (CBaseEntity)0x0) goto LAB_00a2fbc2;
*(uint *)(in_stack_0000000c + 0x1c74) = *(uint *)(in_stack_0000000c + 0x1c74) & 0xffffffbf;
iVar2 = *(int *)(param_2 + 0x34);
*(int *)(param_2 + 0x34) = iVar2 + -1;
if ((-1 < iVar2 + -1) || (((byte)in_stack_0000000c[0x1c74] & 0x20) != 0)) goto LAB_00a2fbc2;
iVar2 = CBaseEntity::GetGender(in_stack_0000000c);
if (iVar2 == 0x11) goto LAB_00a2fbc2;
if (in_stack_00000010 == (CTerrorPlayer *)0x0) {
LAB_00a2fc19:
in_stack_00000010 = (CTerrorPlayer *)0x0;
}
else {
cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x16c))();
if (cVar1 == '\0') goto LAB_00a2fc19;
}
Infected::OnAmbushed((Infected *)in_stack_0000000c,in_stack_00000010);
LAB_00a2fbc2:
*(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.