WitchRetreat::OnAnimationEvent
0x00a417c0 · 76 bytes · __cdecl
_ZN12WitchRetreat16OnAnimationEventEP8InfectedP11animevent_t
Decompiled
undefined (2 params)
/* WitchRetreat::OnAnimationEvent(Infected*, animevent_t*) */
Infected * WitchRetreat::OnAnimationEvent(Infected *param_1,animevent_t *param_2)
{
Witch *in_stack_0000000c;
int *in_stack_00000010;
if (*in_stack_00000010 == 0x35) {
Witch::DoAttack(in_stack_0000000c,(CBaseEntity *)0x0);
}
*(undefined4 *)param_1 = 0;
*(undefined4 *)(param_1 + 4) = 0;
*(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.