WitchAngry::OnContact
0x00a3b010 · 135 bytes · __thiscall
_ZN10WitchAngry9OnContactEP8InfectedP11CBaseEntityP10CGameTrace
Decompiled
undefined (4 params)
/* WitchAngry::OnContact(Infected*, CBaseEntity*, CGameTrace*) */
WitchAngry * __thiscall
WitchAngry::OnContact(WitchAngry *this,Infected *param_1,CBaseEntity *param_2,CGameTrace *param_3)
{
char cVar1;
if (param_3 != (CGameTrace *)0x0) {
cVar1 = (**(code **)(*(int *)param_3 + 300))(param_3);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)param_3 + 0x16c))(param_3);
if (cVar1 != '\0') {
Witch::ChangeRageLevel
((Witch *)param_2,
*(float *)(ZombieWitchHostileAtMeAnger._28_4_ + 0x2c) *
*(float *)(gpGlobals + 0x10) * *(float *)(ZombieWitchAngerRate._28_4_ + 0x2c));
}
}
}
*(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.