Witch::CreateComponents
0x00a47a40 · 195 bytes · __thiscall
_ZN5Witch16CreateComponentsEv
Decompiled
undefined (1 param)
/* Witch::CreateComponents() */
void __thiscall Witch::CreateComponents(Witch *this)
{
INextBot *pIVar1;
ZombieBotLocomotion *this_00;
ZombieBotBody *this_01;
InfectedIntention *this_02;
ZombieBotVision *this_03;
this_00 = ::operator_new(0x154);
pIVar1 = (INextBot *)(this + 0x1a3c);
/* try { // try from 00a47a67 to 00a47a6b has its CatchHandler @ 00a47b03 */
ZombieBotLocomotion::ZombieBotLocomotion(this_00,pIVar1);
*(undefined ***)this_00 = &PTR__WitchLocomotion_00c3b388;
*(undefined4 *)(this_00 + 0x150) = 0x447a0000;
*(ZombieBotLocomotion **)(this + 0x1c9c) = this_00;
this_01 = ::operator_new(200);
/* try { // try from 00a47a97 to 00a47a9b has its CatchHandler @ 00a47b19 */
ZombieBotBody::ZombieBotBody(this_01,pIVar1);
*(undefined ***)this_01 = &PTR__WitchBody_00d27c88;
*(ZombieBotBody **)(this + 0x1ca0) = this_01;
this_02 = ::operator_new(0x20);
/* try { // try from 00a47abd to 00a47ac1 has its CatchHandler @ 00a47b17 */
InfectedIntention::InfectedIntention(this_02,pIVar1);
*(undefined ***)this_02 = &PTR__WitchIntention_00d273a8;
*(undefined ***)(this_02 + 0x14) = &PTR__WitchIntention_00d27488;
*(InfectedIntention **)(this + 0x1ca4) = this_02;
this_03 = ::operator_new(0x16c);
/* try { // try from 00a47aea to 00a47aee has its CatchHandler @ 00a47b15 */
ZombieBotVision::ZombieBotVision(this_03,pIVar1);
*(undefined ***)this_03 = &PTR__WitchVision_00c3b268;
*(ZombieBotVision **)(this + 0x1ca8) = this_03;
return;
}
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.