WitchBehavior::OnIgnite
0x00a3e230 · 384 bytes · __cdecl
_ZN13WitchBehavior8OnIgniteEP8Infected
Decompiled
undefined (1 param)
/* WitchBehavior::OnIgnite(Infected*) */
Infected * WitchBehavior::OnIgnite(Infected *param_1)
{
uint uVar1;
char cVar2;
int *piVar3;
WitchBurn *this;
int iVar4;
undefined *puVar5;
undefined *puVar6;
CBaseEntity *pCVar7;
int *in_stack_0000000c;
puVar6 = g_pEntityList;
if ((((((in_stack_0000000c == (int *)0x0) ||
(uVar1 = in_stack_0000000c[0x89], uVar1 == 0xffffffff)) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar5 + 8) != uVar1 >> 0xc || (*(int *)(puVar5 + 4) == 0)))) ||
((iVar4 = __dynamic_cast(*(int *)(puVar5 + 4),&CBaseEntity::typeinfo,&CEntityFlame::typeinfo,0
), iVar4 == 0 ||
((uVar1 = *(uint *)(iVar4 + 0x460), uVar1 == 0xffffffff ||
(puVar5 = puVar6 + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)))))) ||
((*(uint *)(puVar5 + 8) != uVar1 >> 0xc ||
(pCVar7 = *(CBaseEntity **)(puVar5 + 4), pCVar7 == (CBaseEntity *)0x0)))) {
uVar1 = in_stack_0000000c[0x76a];
}
else {
cVar2 = WitchAttack::IsValidEnemy(pCVar7);
if (cVar2 != '\0') goto LAB_00a3e2a1;
uVar1 = in_stack_0000000c[0x76a];
puVar6 = g_pEntityList;
}
pCVar7 = (CBaseEntity *)0x0;
if (uVar1 != 0xffffffff) {
pCVar7 = (CBaseEntity *)0x0;
puVar6 = puVar6 + (uVar1 & 0xfff) * 0x10;
if ((puVar6 != (undefined *)0xfffffffc) && (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) {
pCVar7 = *(CBaseEntity **)(puVar6 + 4);
}
}
LAB_00a3e2a1:
piVar3 = (int *)(**(code **)(*in_stack_0000000c + 0x590))();
(**(code **)(*piVar3 + 0xf0))(piVar3,*(undefined4 *)(ZombieWitchSpeedInjured._28_4_ + 0x2c));
this = ::operator_new(0x40);
/* try { // try from 00a3e2dd to 00a3e2e1 has its CatchHandler @ 00a3e3b8 */
WitchBurn::WitchBurn(this,pCVar7);
*(undefined4 *)param_1 = 2;
*(WitchBurn **)(param_1 + 4) = this;
*(char **)(param_1 + 8) = "Caught on fire!";
*(undefined4 *)(param_1 + 0xc) = 3;
return param_1;
}
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.