ZombieBotBody::AimHeadTowards
0x00a4b7c0 · 129 bytes · __thiscall
_ZN13ZombieBotBody14AimHeadTowardsEP11CBaseEntityN5IBody18LookAtPriorityTypeEfP13INextBotReplyPKc
Decompiled
undefined (6 params)
/* ZombieBotBody::AimHeadTowards(CBaseEntity*, IBody::LookAtPriorityType, float, INextBotReply*,
char const*) */
void __thiscall
ZombieBotBody::AimHeadTowards
(ZombieBotBody *this,CBaseEntity *param_1,undefined4 param_3,undefined4 param_4,
undefined4 param_5,undefined4 param_6)
{
code *pcVar1;
Infected *this_00;
undefined1 local_28 [24];
pcVar1 = *(code **)(*(int *)this + 0x138);
(**(code **)(*(int *)param_1 + 0x234))(local_28,param_1);
(*pcVar1)(this,local_28,param_3,param_4,param_5,param_6);
this_00 = (Infected *)(**(code **)(**(int **)(this + 0x14) + 0x14c))(*(int **)(this + 0x14));
if (this_00 != (Infected *)0x0) {
Infected::SetClientLookatTarget(this_00,param_1);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.