WitchIdle::OnResume
0x00a3fcd0 · 114 bytes · __thiscall
_ZN9WitchIdle8OnResumeEP8InfectedP6ActionIS0_E
Decompiled
undefined (3 params)
/* WitchIdle::OnResume(Infected*, Action<Infected>*) */
WitchIdle * __thiscall WitchIdle::OnResume(WitchIdle *this,Infected *param_1,Action *param_2)
{
WitchAngry *this_00;
if (0.0 < *(float *)(param_2 + 0x1d94)) {
this_00 = ::operator_new(0x50);
/* try { // try from 00a3fd03 to 00a3fd07 has its CatchHandler @ 00a3fd47 */
WitchAngry::WitchAngry(this_00,0.0);
*(undefined4 *)this = 1;
*(WitchAngry **)(this + 4) = this_00;
*(char **)(this + 8) = "Resumed Idle while still mad";
return this;
}
*(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.