WitchRetreat::OnMoveToSuccess
0x00a42880 · 106 bytes · __thiscall
_ZN12WitchRetreat15OnMoveToSuccessEP8InfectedPK4Path
Decompiled
undefined (3 params)
/* WitchRetreat::OnMoveToSuccess(Infected*, Path const*) */
WitchRetreat * __thiscall
WitchRetreat::OnMoveToSuccess(WitchRetreat *this,Infected *param_1,Path *param_2)
{
char cVar1;
cVar1 = BuildRetreatPath((WitchRetreat *)param_1,(Infected *)param_2);
if (cVar1 == '\0') {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
return this;
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
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.