Witch::DoAttack
0x00a48320 · 200 bytes · __thiscall
_ZN5Witch8DoAttackEP11CBaseEntity
Decompiled
undefined (2 params)
/* Witch::DoAttack(CBaseEntity*) */
char __thiscall Witch::DoAttack(Witch *this,CBaseEntity *param_1)
{
undefined4 uVar1;
code *pcVar2;
char cVar3;
QAngle *pQVar4;
undefined4 uVar5;
undefined **local_38;
Witch *local_34;
CBaseEntity *local_30;
Vector local_2c [12];
char local_20;
undefined1 local_1f;
local_38 = &PTR_EnumElement_00d27c38;
local_34 = this;
local_30 = param_1;
pQVar4 = (QAngle *)(**(code **)(*(int *)this + 0x238))(this);
AngleVectors(pQVar4,local_2c);
local_20 = '\0';
local_1f = 0;
pcVar2 = *(code **)(*partition + 0x3c);
uVar1 = *(undefined4 *)(ZombieWitchAttackRange._28_4_ + 0x2c);
uVar5 = (**(code **)(*(int *)this + 0x288))(this);
(*pcVar2)(partition,1,uVar5,uVar1,0,&local_38);
cVar3 = local_20;
if (local_20 == '\0') {
CBaseEntity::EmitSound((CBaseEntity *)this,"Zombie.AttackMiss",0.0,(float *)0x0);
}
return cVar3;
}
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.