HunterBehavior::InitialContainedAction
0x00a9f120 · 80 bytes · __cdecl
_ZN14HunterBehavior22InitialContainedActionEP6Hunter
Decompiled
undefined (1 param)
/* HunterBehavior::InitialContainedAction(Hunter*) */
HunterAssault * HunterBehavior::InitialContainedAction(Hunter *param_1)
{
char cVar1;
HunterAssault *this;
HunterAttack *this_00;
cVar1 = CDirector::SpecialsShouldAssault(TheDirector);
if (cVar1 != '\0') {
this = ::operator_new(0x4848);
/* try { // try from 00a9f14a to 00a9f14e has its CatchHandler @ 00a9f178 */
HunterAssault::HunterAssault(this);
return this;
}
this_00 = ::operator_new(0x4848);
/* try { // try from 00a9f16a to 00a9f16e has its CatchHandler @ 00a9f18a */
HunterAttack::HunterAttack(this_00);
return (HunterAssault *)this_00;
}
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.