InfectedDying::OnStart
0x00a32bb0 · 585 bytes · __thiscall
_ZN13InfectedDying7OnStartEP8InfectedP6ActionIS0_E
Decompiled
undefined (3 params)
/* InfectedDying::OnStart(Infected*, Action<Infected>*) */
InfectedDying * __thiscall
InfectedDying::OnStart(InfectedDying *this,Infected *param_1,Action *param_2)
{
Action AVar1;
char cVar2;
char *pcVar3;
Action *local_34;
undefined4 local_30;
undefined4 local_2c;
float local_28;
float local_24;
float local_20;
cVar2 = INextBot::IsDebugging((INextBot *)(param_2 + 0x1a3c),0xffff);
if (cVar2 == '\0') {
AVar1 = param_2[0x104];
}
else {
local_28 = *(float *)(param_1 + 0x40);
local_24 = *(float *)(param_1 + 0x44);
local_20 = *(float *)(param_1 + 0x48);
NDebugOverlay::Cross3D((Vector *)&local_28,2.0,0xff,0,0,true,10.0);
local_34 = *(Action **)(param_1 + 0x40);
local_30 = *(undefined4 *)(param_1 + 0x44);
local_24 = *(float *)(param_1 + 0x38) * 0.002 + *(float *)(param_1 + 0x44);
local_2c = *(undefined4 *)(param_1 + 0x48);
local_20 = *(float *)(param_1 + 0x3c) * 0.002 + *(float *)(param_1 + 0x48);
local_28 = *(float *)(param_1 + 0x34) * 0.002 + *(float *)(param_1 + 0x40);
NDebugOverlay::HorzArrow((Vector *)&local_34,(Vector *)&local_28,2.0,0xff,0xff,0,0xff,true,10.0)
;
AVar1 = param_2[0x104];
}
if (AVar1 == (Action)0x0) {
(**(code **)(*(int *)param_2 + 0x130))(param_2,param_1 + 0x34);
}
local_34 = param_2;
local_30 = 0;
ForEachPlayer<ZombieDeath>((ZombieDeath *)&local_34);
CBaseAnimatingOverlay::RemoveAllGestures((CBaseAnimatingOverlay *)param_2);
cVar2 = TryToStartDeathThroes((InfectedDying *)param_1,(Infected *)param_2);
pcVar3 = "Zombie.Die";
if (cVar2 == '\0') {
if (*(int *)(param_2 + 0x1838) == 1) {
Infected::SetDamagedBodyGroupVariant((Infected *)param_2,"Head","Head");
Infected::SetDamagedBodyGroupVariant((Infected *)param_2,"UpperBody","Head");
pcVar3 = "Zombie.HeadlessCough";
}
local_28 = *(float *)(param_1 + 0x34);
local_24 = *(float *)(param_1 + 0x38);
local_20 = *(float *)(param_1 + 0x3c);
(**(code **)(*(int *)param_2 + 0x4dc))(param_2,param_1 + 0x34,&local_28);
}
CBaseEntity::EmitSound((CBaseEntity *)param_2,pcVar3,0.0,(float *)0x0);
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
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
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calling convention, and argument types straight from the gamedata. Less
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Gamedata KeyValues
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.