Witch::ChangeRageLevel
0x00a485b0 · 188 bytes · __thiscall
_ZN5Witch15ChangeRageLevelEf
Decompiled
undefined (2 params)
/* Witch::ChangeRageLevel(float) */
void __thiscall Witch::ChangeRageLevel(Witch *this,float param_1)
{
float fVar1;
CBaseEdict *this_00;
int iVar2;
float fVar3;
undefined4 local_18;
char *local_14;
undefined4 local_10;
fVar1 = *(float *)(this + 0x1d94);
fVar3 = param_1 + fVar1;
if (fVar3 <= 0.0) {
fVar3 = 0.0;
}
if (1.0 <= fVar3) {
fVar3 = 1.0;
}
if (fVar1 != fVar3) {
if (this[0x6c] == (Witch)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (Witch)((byte)this[0x70] | 1);
}
*(float *)(this + 0x1d94) = fVar3;
}
if ((fVar1 < 0.5) && (0.5 <= *(float *)(this + 0x1d94))) {
local_14 = "WitchGettingAngry";
local_10 = 0;
local_18 = 0;
ForEachSurvivor<DispatchResponseToSurvivors>((DispatchResponseToSurvivors *)&local_18);
}
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.