WitchWander::OnInjured
0x00a44150 · 181 bytes · __cdecl
_ZN11WitchWander9OnInjuredEP8InfectedRK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* WitchWander::OnInjured(Infected*, CTakeDamageInfo const&) */
Infected * WitchWander::OnInjured(Infected *param_1,CTakeDamageInfo *param_2)
{
uint uVar1;
CBaseEntity *this;
char cVar2;
int iVar3;
undefined4 *puVar4;
undefined *puVar5;
int in_stack_00000010;
uVar1 = *(uint *)(in_stack_00000010 + 0x34);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
(this = *(CBaseEntity **)(puVar5 + 4), this != (CBaseEntity *)0x0)) {
cVar2 = (**(code **)(*(int *)this + 0x16c))(this);
if (cVar2 != '\0') {
iVar3 = CBaseEntity::GetTeamNumber(this);
cVar2 = IsASurvivorTeam(iVar3);
if (cVar2 != '\0') {
cVar2 = IsInCommentaryMode();
if (cVar2 == '\0') {
cVar2 = (**(code **)(*(int *)this + 0x778))(this);
if (cVar2 == '\0') {
puVar4 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
*(undefined4 *)(param_2 + 0x4850) = *puVar4;
}
}
}
}
}
*(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.