WitchWander::OnMoveToFailure
0x00a463f0 · 309 bytes · __cdecl
_ZN11WitchWander15OnMoveToFailureEP8InfectedPK4Path17MoveToFailureType
Decompiled
undefined (3 params)
/* WitchWander::OnMoveToFailure(Infected*, Path const*, MoveToFailureType) */
undefined4 *
WitchWander::OnMoveToFailure(undefined4 *param_1,WitchWander *param_2,Infected *param_3)
{
float fVar1;
char cVar2;
int *piVar3;
int *piVar4;
longdouble lVar5;
cVar2 = BuildWanderPath(param_2,param_3);
if (cVar2 == '\0') {
piVar3 = (int *)(**(code **)(*(int *)param_3 + 0x594))(param_3);
PathFollower::Invalidate((PathFollower *)(param_2 + 0x40));
piVar4 = (int *)(**(code **)(*(int *)param_3 + 0x590))(param_3);
(**(code **)(*piVar4 + 0xe0))(piVar4);
(**(code **)(*piVar3 + 0xd8))(piVar3,0x2b2,0);
lVar5 = (longdouble)RandomFloat(0x40400000,0x40c00000);
fVar1 = (float)lVar5;
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 + fVar1 != *(float *)(param_2 + 0x483c)) {
(**(code **)(*(int *)(param_2 + 0x4834) + 4))(param_2 + 0x4834,param_2 + 0x483c);
*(float *)(param_2 + 0x483c) = (float)lVar5 + fVar1;
}
if (fVar1 != *(float *)(param_2 + 0x4838)) {
(**(code **)(*(int *)(param_2 + 0x4834) + 4))(param_2 + 0x4834,param_2 + 0x4838);
*(float *)(param_2 + 0x4838) = fVar1;
}
}
*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.