WitchAttack::OnMoveToSuccess
0x00a3c350 · 115 bytes · __thiscall
_ZN11WitchAttack15OnMoveToSuccessEP8InfectedPK4Path
Decompiled
undefined (3 params)
/* WitchAttack::OnMoveToSuccess(Infected*, Path const*) */
WitchAttack * __thiscall
WitchAttack::OnMoveToSuccess(WitchAttack *this,Infected *param_1,Path *param_2)
{
char cVar1;
int *piVar2;
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,0x255);
if (cVar1 == '\0') {
(**(code **)(*piVar2 + 0xd8))(piVar2,0x255,0);
}
*(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.