WitchBurn::Update
0x00a3ecd0 · 177 bytes · __cdecl
_ZN9WitchBurn6UpdateEP8Infectedf
Decompiled
undefined (2 params)
/* WitchBurn::Update(Infected*, float) */
Infected * WitchBurn::Update(Infected *param_1,float param_2)
{
char cVar1;
int *piVar2;
CBaseEntity *in_stack_0000000c;
float in_stack_00000010;
undefined4 local_28;
float local_24;
undefined4 local_20;
piVar2 = (int *)(**(code **)(*(int *)in_stack_0000000c + 0x594))();
cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,0x264);
if (cVar1 == '\0') {
(**(code **)(*piVar2 + 0xd8))(piVar2,0x264,1);
}
local_28 = *(undefined4 *)(in_stack_0000000c + 0x3a8);
local_24 = in_stack_00000010 * *(float *)((int)param_2 + 0x34) +
*(float *)(in_stack_0000000c + 0x3ac);
local_20 = *(undefined4 *)(in_stack_0000000c + 0x3b0);
CBaseEntity::SetLocalAngles(in_stack_0000000c,(QAngle *)&local_28);
*(undefined4 *)param_1 = 0;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
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.