BoomerHide::Update
0x00a74170 · 207 bytes · __thiscall
_ZN10BoomerHide6UpdateEP6Boomerf
Decompiled
undefined (3 params)
/* BoomerHide::Update(Boomer*, float) */
BoomerHide * __thiscall BoomerHide::Update(BoomerHide *this,Boomer *param_1,float param_2)
{
char cVar1;
TerrorNavArea *pTVar2;
longdouble lVar3;
pTVar2 = (TerrorNavArea *)(**(code **)(*(int *)param_2 + 0x52c))(param_2);
cVar1 = CDirectorTacticalServices::IsVisibleToTeam
(*(CDirectorTacticalServices **)(TheDirector + 0x628),(CBaseEntity *)param_2,2,0
,0.0,pTVar2);
if (cVar1 != '\0') {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Exposed while hiding!";
return this;
}
lVar3 = (longdouble)CountdownTimer::Now();
if ((*(float *)(param_1 + 0x3c) <= (float)lVar3) &&
(cVar1 = Boomer::ShouldBackOff(), cVar1 == '\0')) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "Hiding time is up";
return this;
}
*(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.