HunterAttack::OnCommandAttack
0x00a9c510 · 125 bytes · __cdecl
_ZN12HunterAttack15OnCommandAttackEP6HunterP11CBaseEntity
Decompiled
undefined (2 params)
/* HunterAttack::OnCommandAttack(Hunter*, CBaseEntity*) */
Hunter * HunterAttack::OnCommandAttack(Hunter *param_1,CBaseEntity *param_2)
{
char cVar1;
int iVar2;
undefined4 *puVar3;
CBaseEntity *in_stack_00000010;
cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x16c))();
if (cVar1 != '\0') {
iVar2 = CBaseEntity::GetTeamNumber(in_stack_00000010);
if (iVar2 != 4) {
cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x16c))();
if (cVar1 == '\0') {
*(undefined4 *)(param_2 + 0x34) = 0xffffffff;
}
else {
puVar3 = (undefined4 *)(**(code **)(*(int *)in_stack_00000010 + 0xc))();
*(undefined4 *)(param_2 + 0x34) = *puVar3;
}
}
}
*(undefined4 *)param_1 = 0;
*(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.