HunterAssault::OnShoved
0x00a90550 · 329 bytes · __cdecl
_ZN13HunterAssault8OnShovedEP6HunterP11CBaseEntity
Decompiled
undefined (2 params)
/* HunterAssault::OnShoved(Hunter*, CBaseEntity*) */
Hunter * HunterAssault::OnShoved(Hunter *param_1,CBaseEntity *param_2)
{
uint uVar1;
code *pcVar2;
char cVar3;
undefined *puVar4;
int *piVar5;
undefined4 uVar6;
int in_stack_0000000c;
int *in_stack_00000010;
if (in_stack_00000010 != (int *)0x0) {
cVar3 = (**(code **)(*in_stack_00000010 + 0x16c))();
if (cVar3 != '\0') {
uVar1 = *(uint *)(param_2 + 0x34);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(piVar5 = *(int **)(puVar4 + 4), piVar5 != (int *)0x0)) {
cVar3 = (**(code **)(*piVar5 + 0x804))(piVar5);
if (cVar3 != '\0') {
piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"hunter_punched",0,0);
if (piVar5 != (int *)0x0) {
pcVar2 = *(code **)(*piVar5 + 0x30);
uVar6 = (**(code **)(*engine + 0x40))(engine,in_stack_00000010[0xc]);
(*pcVar2)(piVar5,"userid",uVar6);
pcVar2 = *(code **)(*piVar5 + 0x30);
uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(in_stack_0000000c + 0x30));
(*pcVar2)(piVar5,"hunteruserid",uVar6);
(**(code **)(*piVar5 + 0x2c))(piVar5,"islunging",0);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
}
}
}
}
}
*(undefined4 *)param_1 = 4;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 1;
return param_1;
}
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.