WitchAngry::OnBlinded
0x00a3b9b0 · 130 bytes · __thiscall
_ZN10WitchAngry9OnBlindedEP8InfectedP11CBaseEntity
Decompiled
undefined (3 params)
/* WitchAngry::OnBlinded(Infected*, CBaseEntity*) */
WitchAngry * __thiscall
WitchAngry::OnBlinded(WitchAngry *this,Infected *param_1,CBaseEntity *param_2)
{
WitchAngry *this_00;
InfectedBlinded *this_01;
Witch::ChangeRageLevel((Witch *)param_2,1.0);
this_00 = ::operator_new(0x50);
/* try { // try from 00a3b9e8 to 00a3b9ec has its CatchHandler @ 00a3ba32 */
WitchAngry(this_00,0.0);
this_01 = ::operator_new(0x58);
/* try { // try from 00a3ba0a to 00a3ba0e has its CatchHandler @ 00a3ba44 */
InfectedBlinded::InfectedBlinded(this_01,(Action *)this_00,"WitchZombie.GrowlHigh");
*(undefined4 *)this = 1;
*(InfectedBlinded **)(this + 4) = this_01;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 3;
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.