BoomerSelfDestruct::OnStart
0x00a750b0 · 631 bytes · __thiscall
_ZN18BoomerSelfDestruct7OnStartEP6BoomerP6ActionIS0_E
Decompiled
undefined (3 params)
/* BoomerSelfDestruct::OnStart(Boomer*, Action<Boomer>*) */
BoomerSelfDestruct * __thiscall
BoomerSelfDestruct::OnStart(BoomerSelfDestruct *this,Boomer *param_1,Action *param_2)
{
int iVar1;
undefined4 uVar2;
int *piVar3;
longdouble lVar4;
iVar1 = GetDifficulty();
if (iVar1 == 1) {
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + 2.0 != *(float *)(param_1 + 0x3c)) {
(**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c);
*(float *)(param_1 + 0x3c) = (float)lVar4 + 2.0;
}
if (*(float *)(param_1 + 0x38) != 2.0) {
(**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
*(undefined4 *)(param_1 + 0x38) = 0x40000000;
}
}
else if (iVar1 < 2) {
if (iVar1 == 0) {
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + 4.0 != *(float *)(param_1 + 0x3c)) {
(**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c);
*(float *)(param_1 + 0x3c) = (float)lVar4 + 4.0;
}
if (*(float *)(param_1 + 0x38) != 4.0) {
(**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
*(undefined4 *)(param_1 + 0x38) = 0x40800000;
}
}
}
else if (iVar1 < 4) {
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + 1.0 != *(float *)(param_1 + 0x3c)) {
(**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x3c);
*(float *)(param_1 + 0x3c) = (float)lVar4 + 1.0;
}
if (*(float *)(param_1 + 0x38) != 1.0) {
(**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
*(undefined4 *)(param_1 + 0x38) = 0x3f800000;
}
}
CTerrorPlayer::Vocalize((CTerrorPlayer *)param_2,"BoomerZombie.Warn",0.0,0.0);
uVar2 = CBaseAnimating::LookupAttachment((CBaseAnimating *)param_2,"leak_rectum");
DispatchParticleEffect("boomer_vomit",5,param_2,uVar2,0,0xffffffff);
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9b0))(param_2);
(**(code **)(*piVar3 + 0xe0))(piVar3);
(**(code **)(*(int *)param_2 + 0x938))(param_2,0x3f800000);
(**(code **)(*(int *)param_2 + 0x980))(param_2,0x41200000);
*(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.