Witch::SetHarasser
0x00a483f0 · 366 bytes · __thiscall
_ZN5Witch11SetHarasserEP11CBaseEntity
Decompiled
undefined (2 params)
/* Witch::SetHarasser(CBaseEntity*) */
void __thiscall Witch::SetHarasser(Witch *this,CBaseEntity *param_1)
{
uint uVar1;
code *pcVar2;
char cVar3;
undefined4 *puVar4;
int *piVar5;
undefined4 uVar6;
int iVar7;
CBaseEntity *pCVar8;
undefined *puVar9;
bool local_1d;
local_1d = true;
uVar1 = *(uint *)(this + 0x1da8);
if (((uVar1 != 0xffffffff) &&
(puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar9 + 8) == uVar1 >> 0xc)) {
local_1d = *(int *)(puVar9 + 4) == 0;
}
if (param_1 != (CBaseEntity *)0x0) {
puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x1da8) = *puVar4;
cVar3 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar3 != '\0') {
piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"witch_harasser_set",0,0);
if (piVar5 != (int *)0x0) {
pcVar2 = *(code **)(*piVar5 + 0x30);
cVar3 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
pCVar8 = (CBaseEntity *)0x0;
if (cVar3 != '\0') {
pCVar8 = param_1;
}
uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(pCVar8 + 0x30));
(*pcVar2)(piVar5,"userid",uVar6);
if (*(int *)(this + 0x30) == 0) {
iVar7 = 0;
}
else {
iVar7 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar5 + 0x30))(piVar5,"witchid",iVar7);
(**(code **)(*piVar5 + 0x2c))(piVar5,"first",local_1d);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
}
}
return;
}
*(undefined4 *)(this + 0x1da8) = 0xffffffff;
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.