InfectedWander::OnStart
0x00a392b0 · 361 bytes · __thiscall
_ZN14InfectedWander7OnStartEP8InfectedP6ActionIS0_E
Decompiled
undefined (3 params)
/* InfectedWander::OnStart(Infected*, Action<Infected>*) */
InfectedWander * __thiscall
InfectedWander::OnStart(InfectedWander *this,Infected *param_1,Action *param_2)
{
float fVar1;
int *piVar2;
longdouble lVar3;
char *pcVar4;
char *pcVar5;
pcVar5 = "Head";
pcVar4 = "Head";
Infected::SetIdleBodyGroupVariant((char *)param_2,"Head");
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2,pcVar4,pcVar5);
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 0x10c))(piVar2,0);
}
lVar3 = (longdouble)RandomFloat(0x41000000,0x41400000);
fVar1 = (float)lVar3;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar1 != *(float *)(param_1 + 100)) {
(**(code **)(*(int *)(param_1 + 0x5c) + 4))(param_1 + 0x5c,param_1 + 100);
*(float *)(param_1 + 100) = (float)lVar3 + fVar1;
}
if (fVar1 != *(float *)(param_1 + 0x60)) {
(**(code **)(*(int *)(param_1 + 0x5c) + 4))(param_1 + 0x5c,param_1 + 0x60);
*(float *)(param_1 + 0x60) = fVar1;
}
lVar3 = (longdouble)RandomFloat(0,0x40c00000);
fVar1 = (float)lVar3;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar1 != *(float *)(param_1 + 0x40)) {
(**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x40);
*(float *)(param_1 + 0x40) = (float)lVar3 + fVar1;
}
if (fVar1 != *(float *)(param_1 + 0x3c)) {
(**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x3c);
*(float *)(param_1 + 0x3c) = fVar1;
}
*(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
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.