InfectedWander::GetAttentionModifier
0x00a3a950 · 134 bytes · __thiscall
_ZNK14InfectedWander20GetAttentionModifierEP8Infected
Decompiled
undefined (2 params)
/* InfectedWander::GetAttentionModifier(Infected*) const */
longdouble __thiscall InfectedWander::GetAttentionModifier(InfectedWander *this,Infected *param_1)
{
char cVar1;
int *piVar2;
float fVar3;
piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x594))(param_1);
cVar1 = (**(code **)(*piVar2 + 0x100))(piVar2,4);
if (cVar1 == '\0') {
piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x594))(param_1);
cVar1 = (**(code **)(*piVar2 + 0x100))(piVar2,0);
fVar3 = 1.0;
if (cVar1 == '\0') {
return (longdouble)*(float *)(ZombieAttentionRangeSittingModifier._28_4_ + 0x2c);
}
}
else {
fVar3 = *(float *)(ZombieAttentionRangeLyingModifier._28_4_ + 0x2c);
}
return (longdouble)fVar3;
}
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.