WitchBurn::OnShoved
0x00a3ee10 · 267 bytes · __cdecl
_ZN9WitchBurn8OnShovedEP8InfectedP11CBaseEntity
Decompiled
undefined (2 params)
/* WitchBurn::OnShoved(Infected*, CBaseEntity*) */
Infected * WitchBurn::OnShoved(Infected *param_1,CBaseEntity *param_2)
{
undefined4 *puVar1;
undefined4 *puVar2;
int *in_stack_00000010;
puVar1 = ::operator_new(0x48);
puVar1[8] = 0;
puVar1[9] = 0;
puVar1[10] = 0;
puVar1[3] = 0;
puVar1[4] = 0;
puVar1[5] = 0;
puVar1[6] = 0;
puVar1[7] = 0;
puVar1[2] = 0;
*(undefined1 *)(puVar1 + 0xc) = 0;
*(undefined1 *)((int)puVar1 + 0x31) = 0;
puVar1[0xb] = 0;
*puVar1 = &PTR__InfectedShoved_00d21b88;
puVar1[1] = &PTR__InfectedShoved_00d21cec;
puVar1[0xd] = 0xffffffff;
if (in_stack_00000010 == (int *)0x0) {
puVar1[0xe] = vec3_origin;
puVar1[0xf] = DAT_01053d4c;
puVar1[0x10] = DAT_01053d50;
}
else {
/* try { // try from 00a3ee98 to 00a3eeaa has its CatchHandler @ 00a3ef21 */
puVar2 = (undefined4 *)(**(code **)(*in_stack_00000010 + 0xc))();
puVar1[0xd] = *puVar2;
puVar2 = (undefined4 *)(**(code **)(*in_stack_00000010 + 0x288))();
puVar1[0xe] = *puVar2;
puVar1[0xf] = puVar2[1];
puVar1[0x10] = puVar2[2];
}
puVar1[0x11] = 0;
*(undefined4 *)param_1 = 2;
*(undefined4 **)(param_1 + 4) = puVar1;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 1;
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.