WitchBehavior::InitialContainedAction
0x00a3e7f0 · 448 bytes · __cdecl
_ZN13WitchBehavior22InitialContainedActionEP8Infected
Decompiled
undefined (1 param)
/* WitchBehavior::InitialContainedAction(Infected*) */
undefined4 * WitchBehavior::InitialContainedAction(Infected *param_1)
{
char cVar1;
undefined4 *puVar2;
if (*(int *)(witch_force_wander._28_4_ + 0x30) == 0) {
cVar1 = IsTimeOfDayBetween(2,4);
if (cVar1 == '\0') {
puVar2 = ::operator_new(0x50);
puVar2[8] = 0;
puVar2[9] = 0;
puVar2[10] = 0;
puVar2[3] = 0;
puVar2[4] = 0;
puVar2[5] = 0;
puVar2[6] = 0;
puVar2[7] = 0;
puVar2[2] = 0;
*(undefined1 *)(puVar2 + 0xc) = 0;
*(undefined1 *)((int)puVar2 + 0x31) = 0;
puVar2[0xb] = 0;
*puVar2 = &PTR__WitchIdle_00d265a8;
puVar2[1] = &PTR__WitchIdle_00d2670c;
puVar2[0xd] = &PTR_NetworkStateChanged_00c0b6e0;
puVar2[0xe] = 0;
puVar2[0xf] = 0xbf800000;
puVar2[0x10] = &PTR_NetworkStateChanged_00c0b6e0;
puVar2[0x11] = 0;
puVar2[0x12] = 0xbf800000;
puVar2[0x13] = 0xffffffff;
return puVar2;
}
}
puVar2 = ::operator_new(0x4854);
puVar2[8] = 0;
puVar2[9] = 0;
puVar2[10] = 0;
puVar2[3] = 0;
puVar2[4] = 0;
puVar2[5] = 0;
puVar2[6] = 0;
puVar2[7] = 0;
puVar2[2] = 0;
*(undefined1 *)(puVar2 + 0xc) = 0;
*(undefined1 *)((int)puVar2 + 0x31) = 0;
puVar2[0xb] = 0;
*puVar2 = &PTR__WitchWander_00d26e28;
puVar2[1] = &PTR__WitchWander_00d26f8c;
puVar2[0xd] = &PTR_NetworkStateChanged_00c0b6e0;
puVar2[0xe] = 0;
puVar2[0xf] = 0xbf800000;
/* try { // try from 00a3e88d to 00a3e891 has its CatchHandler @ 00a3e9b3 */
PathFollower::PathFollower((PathFollower *)(puVar2 + 0x10));
puVar2[0x120b] = &PTR_NetworkStateChanged_00c23e10;
puVar2[0x120c] = 0xbf800000;
puVar2[0x120d] = &PTR_NetworkStateChanged_00c0b6e0;
puVar2[0x120e] = 0;
puVar2[0x120f] = 0xbf800000;
puVar2[0x1211] = &PTR_NetworkStateChanged_00c0b6e0;
puVar2[0x1212] = 0;
puVar2[0x1213] = 0xbf800000;
puVar2[0x1214] = 0xffffffff;
return puVar2;
}
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.