BoomerAttack::OnStart
0x00a708c0 · 164 bytes · __thiscall
_ZN12BoomerAttack7OnStartEP6BoomerP6ActionIS0_E
Decompiled
undefined (3 params)
/* BoomerAttack::OnStart(Boomer*, Action<Boomer>*) */
BoomerAttack * __thiscall BoomerAttack::OnStart(BoomerAttack *this,Boomer *param_1,Action *param_2)
{
int *piVar1;
piVar1 = (int *)(**(code **)(*(int *)param_2 + 0x9b4))(param_2);
(**(code **)(*piVar1 + 0x10c))(piVar1,2);
(**(code **)(*piVar1 + 0xec))(piVar1,0);
if (*(float *)(param_1 + 0x484c) != -1.0) {
(**(code **)(*(int *)(param_1 + 0x4848) + 4))(param_1 + 0x4848,param_1 + 0x484c);
*(undefined4 *)(param_1 + 0x484c) = 0xbf800000;
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
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.