InfectedBehavior::InfectedBehavior
0x00a30150 · 132 bytes · __thiscall
_ZN16InfectedBehaviorC1Ev
Decompiled
undefined (1 param)
/* InfectedBehavior::InfectedBehavior() */
void __thiscall InfectedBehavior::InfectedBehavior(InfectedBehavior *this)
{
undefined4 uVar1;
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 8) = 0;
this[0x30] = (InfectedBehavior)0x0;
this[0x31] = (InfectedBehavior)0x0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined ***)this = &PTR__InfectedBehavior_00d23828;
*(undefined ***)(this + 4) = &PTR__InfectedBehavior_00d2398c;
/* try { // try from 00a301c5 to 00a301c9 has its CatchHandler @ 00a301d4 */
uVar1 = RandomInt(2,5);
*(undefined4 *)(this + 0x34) = uVar1;
return;
}
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.