WitchAngry::WitchAngry
0x00a3b880 · 261 bytes · __thiscall
_ZN10WitchAngryC1Ef
Decompiled
undefined (2 params)
/* WitchAngry::WitchAngry(float) */
void __thiscall WitchAngry::WitchAngry(WitchAngry *this,float param_1)
{
longdouble lVar1;
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 8) = 0;
this[0x30] = (WitchAngry)0x0;
this[0x31] = (WitchAngry)0x0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined ***)this = &PTR__WitchAngry_00d257e8;
*(undefined ***)(this + 4) = &PTR__WitchAngry_00d2594c;
*(undefined ***)(this + 0x34) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x3c) = 0xbf800000;
*(undefined ***)(this + 0x40) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x44) = 0;
*(undefined4 *)(this + 0x48) = 0xbf800000;
/* try { // try from 00a3b91a to 00a3b984 has its CatchHandler @ 00a3b991 */
lVar1 = (longdouble)CountdownTimer::Now();
if ((float)lVar1 + param_1 != *(float *)(this + 0x48)) {
(**(code **)(*(int *)(this + 0x40) + 4))(this + 0x40,this + 0x48);
*(float *)(this + 0x48) = (float)lVar1 + param_1;
}
if (param_1 == *(float *)(this + 0x44)) {
return;
}
(**(code **)(*(int *)(this + 0x40) + 4))(this + 0x40,this + 0x44);
*(float *)(this + 0x44) = param_1;
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.