Jockey::Jockey
0x00aa3910 · 198 bytes · __thiscall
_ZN6JockeyC1Ev
Decompiled
undefined (1 param)
/* Jockey::Jockey() */
void __thiscall Jockey::Jockey(Jockey *this)
{
INextBot *pIVar1;
JockeyIntention *this_00;
JockeyLocomotion *this_01;
PlayerBody *this_02;
ZombieBotVision *this_03;
BossZombiePlayerBot::BossZombiePlayerBot((BossZombiePlayerBot *)this);
*(undefined ***)this = &PTR__Jockey_00d32248;
*(undefined **)(this + 0x2364) = &DAT_00d32c14;
*(undefined ***)(this + 0x4028) = &PTR__Jockey_00d32c28;
*(undefined ***)(this + 0x4258) = &PTR_PressFireButton_00d32d78;
/* try { // try from 00aa394f to 00aa3953 has its CatchHandler @ 00aa39d6 */
this_00 = ::operator_new(0x20);
pIVar1 = (INextBot *)(this + 0x4028);
/* try { // try from 00aa3963 to 00aa3967 has its CatchHandler @ 00aa3a02 */
JockeyIntention::JockeyIntention(this_00,pIVar1);
*(JockeyIntention **)(this + 0x4318) = this_00;
/* try { // try from 00aa3975 to 00aa3979 has its CatchHandler @ 00aa39d6 */
this_01 = ::operator_new(0xbc);
/* try { // try from 00aa3983 to 00aa3987 has its CatchHandler @ 00aa39f6 */
JockeyLocomotion::JockeyLocomotion(this_01,pIVar1);
*(JockeyLocomotion **)(this + 0x431c) = this_01;
/* try { // try from 00aa3995 to 00aa3999 has its CatchHandler @ 00aa39d6 */
this_02 = ::operator_new(0xac);
/* try { // try from 00aa39a3 to 00aa39a7 has its CatchHandler @ 00aa39f4 */
PlayerBody::PlayerBody(this_02,pIVar1);
*(PlayerBody **)(this + 0x4314) = this_02;
/* try { // try from 00aa39b5 to 00aa39b9 has its CatchHandler @ 00aa39d6 */
this_03 = ::operator_new(0x16c);
/* try { // try from 00aa39c3 to 00aa39c7 has its CatchHandler @ 00aa39e8 */
ZombieBotVision::ZombieBotVision(this_03,pIVar1);
*(ZombieBotVision **)(this + 0x4320) = this_03;
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.