WitchRetreat::OnStart
0x00a42730 · 314 bytes · __thiscall
_ZN12WitchRetreat7OnStartEP8InfectedP6ActionIS0_E
Decompiled
undefined (3 params)
/* WitchRetreat::OnStart(Infected*, Action<Infected>*) */
WitchRetreat * __thiscall
WitchRetreat::OnStart(WitchRetreat *this,Infected *param_1,Action *param_2)
{
char cVar1;
int *piVar2;
longdouble lVar3;
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
(**(code **)(*piVar2 + 0x10c))(piVar2,2);
(**(code **)(*piVar2 + 0xec))(piVar2,0);
(**(code **)(*piVar2 + 0xd8))(piVar2,0x2ad,0);
cVar1 = BuildRetreatPath((WitchRetreat *)param_1,(Infected *)param_2);
if (cVar1 == '\0') {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
lVar3 = (longdouble)IntervalTimer::Now();
if ((float)lVar3 != *(float *)(param_1 + 0x4830)) {
(**(code **)(*(int *)(param_1 + 0x482c) + 4))(param_1 + 0x482c,param_1 + 0x4830);
*(float *)(param_1 + 0x4830) = (float)lVar3;
}
lVar3 = (longdouble)IntervalTimer::Now();
if ((float)lVar3 != *(float *)(param_1 + 0x4838)) {
(**(code **)(*(int *)(param_1 + 0x4834) + 4))(param_1 + 0x4834,param_1 + 0x4838);
*(float *)(param_1 + 0x4838) = (float)lVar3;
}
*(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.