JockeyAttack::OnCommandApproach
0x00ab3ff0 · 210 bytes · __thiscall
_ZN12JockeyAttack17OnCommandApproachEP6JockeyRK6Vectorf
Decompiled
undefined (4 params)
/* JockeyAttack::OnCommandApproach(Jockey*, Vector const&, float) */
JockeyAttack * __thiscall
JockeyAttack::OnCommandApproach(JockeyAttack *this,Jockey *param_1,Vector *param_2,float param_3)
{
undefined4 *puVar1;
puVar1 = ::operator_new(0x4820);
puVar1[8] = 0;
puVar1[9] = 0;
puVar1[10] = 0;
puVar1[3] = 0;
puVar1[4] = 0;
puVar1[5] = 0;
puVar1[6] = 0;
puVar1[7] = 0;
puVar1[2] = 0;
*(undefined1 *)(puVar1 + 0xc) = 0;
*(undefined1 *)((int)puVar1 + 0x31) = 0;
puVar1[0xb] = 0;
*puVar1 = &PTR__BehaviorMoveTo_00d335e8;
puVar1[1] = &PTR__BehaviorMoveTo_00d33750;
/* try { // try from 00ab4072 to 00ab4076 has its CatchHandler @ 00ab40c2 */
PathFollower::PathFollower((PathFollower *)(puVar1 + 0x10));
puVar1[0xd] = *(undefined4 *)param_3;
puVar1[0xe] = *(undefined4 *)((int)param_3 + 4);
puVar1[0xf] = *(undefined4 *)((int)param_3 + 8);
/* try { // try from 00ab409a to 00ab409e has its CatchHandler @ 00ab40dc */
PathFollower::Invalidate((PathFollower *)(puVar1 + 0x10));
*(undefined4 *)this = 2;
*(undefined4 **)(this + 4) = puVar1;
*(char **)(this + 8) = "Debug move to";
*(undefined4 *)(this + 0xc) = 3;
return this;
}
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.