InfectedStandingActivity::Update
0x00a38400 · 151 bytes · __cdecl
_ZN24InfectedStandingActivity6UpdateEP8Infectedf
Decompiled
undefined (2 params)
/* InfectedStandingActivity::Update(Infected*, float) */
void InfectedStandingActivity::Update(Infected *param_1,float param_2)
{
int iVar1;
longdouble lVar2;
if ((*(float *)((int)param_2 + 0x40) <= 0.0) ||
(lVar2 = (longdouble)CountdownTimer::Now(), (float)lVar2 < *(float *)((int)param_2 + 0x40))) {
if (*(char *)((int)param_2 + 0x48) == '\0') {
*(undefined4 *)param_1 = 0;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
return;
}
}
else {
*(undefined1 *)((int)param_2 + 0x48) = 1;
}
iVar1 = *(int *)((int)param_2 + 0x44);
if (iVar1 == 0) {
*(undefined4 *)param_1 = 3;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
return;
}
*(undefined4 *)((int)param_2 + 0x44) = 0;
*(undefined4 *)param_1 = 1;
*(int *)(param_1 + 4) = iVar1;
*(undefined4 *)(param_1 + 8) = 0;
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.