InfectedBurn::OnInjured
0x00a30d40 · 259 bytes · __cdecl
_ZN12InfectedBurn9OnInjuredEP8InfectedRK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* InfectedBurn::OnInjured(Infected*, CTakeDamageInfo const&) */
Infected * InfectedBurn::OnInjured(Infected *param_1,CTakeDamageInfo *param_2)
{
float fVar1;
undefined4 uVar2;
longdouble lVar3;
int *in_stack_0000000c;
int in_stack_00000010;
if ((*(byte *)(in_stack_00000010 + 0x48) & 8) != 0) {
lVar3 = (longdouble)RandomFloat(0x3e99999a,0x3f19999a);
fVar1 = (float)lVar3;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar1 != *(float *)(param_2 + 0x58)) {
(**(code **)(*(int *)(param_2 + 0x50) + 4))(param_2 + 0x50,param_2 + 0x58);
*(float *)(param_2 + 0x58) = (float)lVar3 + fVar1;
}
if (fVar1 != *(float *)(param_2 + 0x54)) {
(**(code **)(*(int *)(param_2 + 0x50) + 4))(param_2 + 0x50,param_2 + 0x54);
*(float *)(param_2 + 0x54) = fVar1;
}
}
if (in_stack_0000000c[0x60e] == 1) {
uVar2 = (**(code **)(*in_stack_0000000c + 0x5bc))(in_stack_0000000c,in_stack_00000010);
*(undefined4 *)param_1 = 1;
*(undefined4 *)(param_1 + 4) = uVar2;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 3;
}
else {
*(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.