Witch::IsHostileToMe
0x00a481c0 · 333 bytes · __thiscall
_ZNK5Witch13IsHostileToMeEP11CBaseEntity
Decompiled
undefined (2 params)
/* Witch::IsHostileToMe(CBaseEntity*) const */
undefined4 __thiscall Witch::IsHostileToMe(Witch *this,CBaseEntity *param_1)
{
char cVar1;
undefined4 uVar2;
int iVar3;
int *piVar4;
CBaseEntity *this_00;
uVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if ((char)uVar2 != '\0') {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
this_00 = (CBaseEntity *)0x0;
if (cVar1 != '\0') {
this_00 = param_1;
}
iVar3 = CBaseEntity::GetTeamNumber(this_00);
if ((iVar3 != 3) &&
((cVar1 = IsInCommentaryMode(), cVar1 == '\0' ||
(cVar1 = (**(code **)(*(int *)this_00 + 0x778))(this_00), cVar1 != '\0')))) {
iVar3 = (**(code **)(*(int *)this_00 + 0x5f4))(this_00);
if ((iVar3 != 0) &&
((cVar1 = (**(code **)(*(int *)this_00 + 0x41c))(this_00,this,0x3f7ae148), cVar1 != '\0' &&
(cVar1 = (**(code **)(*(int *)(this + 0x1a3c) + 0x114))
(this + 0x1a3c,this_00,
*(undefined4 *)(ZombieWitchFlashlightRange._28_4_ + 0x2c)),
cVar1 != '\0')))) {
piVar4 = (int *)(**(code **)(*(int *)this + 0x59c))(this);
cVar1 = (**(code **)(*piVar4 + 0xd0))(piVar4,this_00,0,0);
if (cVar1 != '\0') {
return uVar2;
}
}
cVar1 = CTerrorPlayer::IsFiringWeapon((CTerrorPlayer *)this_00);
if (cVar1 != '\0') {
return uVar2;
}
uVar2 = (**(code **)(*(int *)(this + 0x1a3c) + 0x114))
(this + 0x1a3c,this_00,
*(undefined4 *)(ZombieWitchPersonalSpace._28_4_ + 0x2c));
return uVar2;
}
}
return 0;
}
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.