InfectedBlinded::OnContact
0x00a31350 · 280 bytes · __thiscall
_ZN15InfectedBlinded9OnContactEP8InfectedP11CBaseEntityP10CGameTrace
Decompiled
undefined (4 params)
/* InfectedBlinded::OnContact(Infected*, CBaseEntity*, CGameTrace*) */
InfectedBlinded * __thiscall
InfectedBlinded::OnContact
(InfectedBlinded *this,Infected *param_1,CBaseEntity *param_2,CGameTrace *param_3)
{
undefined4 uVar1;
int iVar2;
undefined4 *puVar3;
undefined4 *puVar4;
iVar2 = (**(code **)(*(int *)param_3 + 0x144))(param_3);
if (iVar2 != 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 00a313e7 to 00a313f9 has its CatchHandler @ 00a3146f */
puVar4 = (undefined4 *)(**(code **)(*(int *)param_3 + 0xc))(param_3);
puVar3[0xd] = *puVar4;
puVar4 = (undefined4 *)(**(code **)(*(int *)param_3 + 0x288))(param_3);
uVar1 = *puVar4;
*(undefined4 *)this = 2;
*(undefined4 **)(this + 4) = puVar3;
puVar3[0xe] = uVar1;
uVar1 = puVar4[1];
*(char **)(this + 8) = "Bumped into another Actor while blinded";
*(undefined4 *)(this + 0xc) = 1;
puVar3[0xf] = uVar1;
uVar1 = puVar4[2];
puVar3[0x11] = 0;
puVar3[0x10] = uVar1;
return this;
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
return this;
}
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.