WitchRetreat::OnMoveToFailure
0x00a428f0 · 106 bytes · __cdecl
_ZN12WitchRetreat15OnMoveToFailureEP8InfectedPK4Path17MoveToFailureType
Decompiled
undefined (3 params)
/* WitchRetreat::OnMoveToFailure(Infected*, Path const*, MoveToFailureType) */
undefined4 *
WitchRetreat::OnMoveToFailure(undefined4 *param_1,WitchRetreat *param_2,Infected *param_3)
{
char cVar1;
cVar1 = BuildRetreatPath(param_2,param_3);
if (cVar1 == '\0') {
*param_1 = 3;
param_1[1] = 0;
param_1[2] = 0;
param_1[3] = 1;
return param_1;
}
*param_1 = 0;
param_1[1] = 0;
param_1[2] = 0;
param_1[3] = 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.