WitchKillIncapVictim::OnStart
0x00a40d90 · 318 bytes · __thiscall
_ZN20WitchKillIncapVictim7OnStartEP8InfectedP6ActionIS0_E
Decompiled
undefined (3 params)
/* WitchKillIncapVictim::OnStart(Infected*, Action<Infected>*) */
void __thiscall
WitchKillIncapVictim::OnStart(WitchKillIncapVictim *this,Infected *param_1,Action *param_2)
{
int *piVar1;
undefined4 uVar2;
longdouble lVar3;
piVar1 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
(**(code **)(*piVar1 + 0x10c))(piVar1,2);
(**(code **)(*piVar1 + 0xec))(piVar1,0);
(**(code **)(*piVar1 + 0xd8))(piVar1,0x2b0,1);
CBaseEntity::EmitSound((CBaseEntity *)param_2,"WitchZombie.Scream",0.0,(float *)0x0);
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + 1.0 != *(float *)(param_1 + 0x40)) {
(**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x40);
*(float *)(param_1 + 0x40) = (float)lVar3 + 1.0;
}
if (*(float *)(param_1 + 0x3c) != 1.0) {
(**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x3c);
*(undefined4 *)(param_1 + 0x3c) = 0x3f800000;
}
uVar2 = CBaseFlex::FindFlexController((CBaseFlex *)param_2,"bite");
CBaseFlex::SetFlexWeight((CBaseFlex *)param_2,uVar2,0x3f800000);
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return;
}
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.