HunterAttack::HunterAttack
0x00a9caf0 · 260 bytes · __thiscall
_ZN12HunterAttackC2Ev
Decompiled
undefined (1 param)
/* HunterAttack::HunterAttack() */
void __thiscall HunterAttack::HunterAttack(HunterAttack *this)
{
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 8) = 0;
this[0x30] = (HunterAttack)0x0;
this[0x31] = (HunterAttack)0x0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined ***)this = &PTR__HunterAttack_00d31208;
*(undefined ***)(this + 4) = &PTR__HunterAttack_00d3136c;
*(undefined4 *)(this + 0x34) = 0xffffffff;
/* try { // try from 00a9cb63 to 00a9cb67 has its CatchHandler @ 00a9cbf4 */
PathFollower::PathFollower((PathFollower *)(this + 0x38));
*(undefined ***)(this + 0x4818) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x481c) = 0;
*(undefined4 *)(this + 0x4820) = 0xbf800000;
*(undefined ***)(this + 0x4824) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x4828) = 0;
*(undefined4 *)(this + 0x482c) = 0xbf800000;
*(undefined ***)(this + 0x4830) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x4834) = 0;
*(undefined4 *)(this + 0x4838) = 0xbf800000;
*(undefined4 *)(this + 0x483c) = 0xffffffff;
*(undefined4 *)(this + 0x4840) = 0;
*(undefined ***)(this + 0x38) = &PTR__DirectChasePath_00d0a9c8;
this[0x4844] = (HunterAttack)0x0;
*(undefined4 *)(this + 0x34) = 0xffffffff;
return;
}
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.