WitchExecAction::Update
0x00a3f690 · 204 bytes · __thiscall
_ZN15WitchExecAction6UpdateEP8Infectedf
Decompiled
undefined (3 params)
/* WitchExecAction::Update(Infected*, float) */
WitchExecAction * __thiscall
WitchExecAction::Update(WitchExecAction *this,Infected *param_1,float param_2)
{
char cVar1;
longdouble lVar2;
float fVar3;
CTakeDamageInfo local_7c [108];
if ((param_2 != 0.0) && ((*(byte *)((int)param_2 + 0x153) & 8) != 0)) {
cVar1 = (**(code **)(*(int *)param_2 + 300))(param_2);
if (cVar1 != '\0') {
if (*(float *)((int)param_2 + 0x1cc4) <= 0.0) {
fVar3 = 99999.9;
}
else {
lVar2 = (longdouble)IntervalTimer::Now();
fVar3 = (float)lVar2 - *(float *)((int)param_2 + 0x1cc4);
}
if (*(float *)(WitchBurnTime._28_4_ + 0x2c) <= fVar3 &&
fVar3 != *(float *)(WitchBurnTime._28_4_ + 0x2c)) {
CTakeDamageInfo::CTakeDamageInfo
(local_7c,(CBaseEntity *)param_2,(CBaseEntity *)param_2,9999.9,8,0);
CBaseEntity::TakeDamage((CBaseEntity *)param_2,local_7c);
}
}
}
*(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.