WitchBehavior::OnKilled
0x00a3e3d0 · 74 bytes · __cdecl
_ZN13WitchBehavior8OnKilledEP8InfectedRK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* WitchBehavior::OnKilled(Infected*, CTakeDamageInfo const&) */
Infected * WitchBehavior::OnKilled(Infected *param_1,CTakeDamageInfo *param_2)
{
WitchDying *this;
CTakeDamageInfo *in_stack_00000010;
this = ::operator_new(0xa0);
/* try { // try from 00a3e3f3 to 00a3e3f7 has its CatchHandler @ 00a3e41a */
WitchDying::WitchDying(this,in_stack_00000010);
*(undefined4 *)param_1 = 1;
*(WitchDying **)(param_1 + 4) = this;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 4;
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.