WitchDying::OnStart
0x00a3f4a0 · 139 bytes · __thiscall
_ZN10WitchDying7OnStartEP8InfectedP6ActionIS0_E
Decompiled
undefined (3 params)
/* WitchDying::OnStart(Infected*, Action<Infected>*) */
WitchDying * __thiscall WitchDying::OnStart(WitchDying *this,Infected *param_1,Action *param_2)
{
char cVar1;
if (param_2[0x104] == (Action)0x0) {
(**(code **)(*(int *)param_2 + 0x130))(param_2,param_1 + 0x34);
}
cVar1 = TryToStartDeathThroes((WitchDying *)param_1,(Infected *)param_2);
if (cVar1 == '\0') {
InfectedDying::BecomeRagdoll((InfectedDying *)param_1,(Infected *)param_2);
}
CBaseEntity::EmitSound((CBaseEntity *)param_2,"WitchZombie.Die",0.0,(float *)0x0);
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
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.