WitchWander::OnMoveToSuccess
0x00a462b0 · 297 bytes · __thiscall
_ZN11WitchWander15OnMoveToSuccessEP8InfectedPK4Path
Decompiled
undefined (3 params)
/* WitchWander::OnMoveToSuccess(Infected*, Path const*) */
WitchWander * __thiscall
WitchWander::OnMoveToSuccess(WitchWander *this,Infected *param_1,Path *param_2)
{
float fVar1;
int *piVar2;
longdouble lVar3;
lVar3 = (longdouble)RandomFloat(0x40c00000,0x41200000);
fVar1 = (float)lVar3;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar1 != *(float *)(param_1 + 0x483c)) {
(**(code **)(*(int *)(param_1 + 0x4834) + 4))(param_1 + 0x4834,param_1 + 0x483c);
*(float *)(param_1 + 0x483c) = (float)lVar3 + fVar1;
}
if (fVar1 != *(float *)(param_1 + 0x4838)) {
(**(code **)(*(int *)(param_1 + 0x4834) + 4))(param_1 + 0x4834,param_1 + 0x4838);
*(float *)(param_1 + 0x4838) = fVar1;
}
PathFollower::Invalidate((PathFollower *)(param_1 + 0x40));
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x590))(param_2);
(**(code **)(*piVar2 + 0xe0))(piVar2);
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
(**(code **)(*piVar2 + 0xd8))(piVar2,0x2b2,0);
*(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.