BehaviorMoveTo<Charger,InfectedPathCost>::Update
0x00a8b270 · 117 bytes · __thiscall
_ZN14BehaviorMoveToI7Charger16InfectedPathCostE6UpdateEPS0_f
Decompiled
undefined (3 params)
/* BehaviorMoveTo<Charger, InfectedPathCost>::Update(Charger*, float) */
BehaviorMoveTo<Charger,InfectedPathCost> * __thiscall
BehaviorMoveTo<Charger,InfectedPathCost>::Update
(BehaviorMoveTo<Charger,InfectedPathCost> *this,Charger *param_1,float param_2)
{
INextBot *pIVar1;
pIVar1 = (INextBot *)0x0;
if (param_2 != 0.0) {
pIVar1 = (INextBot *)((int)param_2 + 0x4028);
}
PathFollower::Update((PathFollower *)(param_1 + 0x40),pIVar1);
if (0 < *(int *)(param_1 + 0x4444)) {
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
*(undefined4 *)this = 3;
*(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.