WitchAngry::OnResume
0x00a3b5b0 · 81 bytes · __thiscall
_ZN10WitchAngry8OnResumeEP8InfectedP6ActionIS0_E
Decompiled
undefined (3 params)
/* WitchAngry::OnResume(Infected*, Action<Infected>*) */
WitchAngry * __thiscall WitchAngry::OnResume(WitchAngry *this,Infected *param_1,Action *param_2)
{
undefined4 uVar1;
uVar1 = CBaseFlex::FindFlexController((CBaseFlex *)param_2,"wrinkler");
CBaseFlex::SetFlexWeight((CBaseFlex *)param_2,uVar1,0x3f800000);
*(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.