WitchWander::OnResume
0x00a461c0 · 221 bytes · __thiscall
_ZN11WitchWander8OnResumeEP8InfectedP6ActionIS0_E
Decompiled
undefined (3 params)
/* WitchWander::OnResume(Infected*, Action<Infected>*) */
WitchWander * __thiscall WitchWander::OnResume(WitchWander *this,Infected *param_1,Action *param_2)
{
float fVar1;
longdouble lVar2;
*(uint *)(param_2 + 0x1c74) = *(uint *)(param_2 + 0x1c74) | 0x200;
PathFollower::Invalidate((PathFollower *)(param_1 + 0x40));
lVar2 = (longdouble)RandomFloat(0x3f800000,0x40000000);
fVar1 = (float)lVar2;
lVar2 = (longdouble)CountdownTimer::Now();
if ((float)lVar2 + fVar1 != *(float *)(param_1 + 0x483c)) {
(**(code **)(*(int *)(param_1 + 0x4834) + 4))(param_1 + 0x4834,param_1 + 0x483c);
*(float *)(param_1 + 0x483c) = (float)lVar2 + fVar1;
}
if (fVar1 != *(float *)(param_1 + 0x4838)) {
(**(code **)(*(int *)(param_1 + 0x4834) + 4))(param_1 + 0x4834,param_1 + 0x4838);
*(float *)(param_1 + 0x4838) = fVar1;
}
*(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.