JockeyBehavior::InitialContainedAction
0x00ab49f0 · 80 bytes · __cdecl
_ZN14JockeyBehavior22InitialContainedActionEP6Jockey
Decompiled
undefined (1 param)
/* JockeyBehavior::InitialContainedAction(Jockey*) */
JockeyAssault * JockeyBehavior::InitialContainedAction(Jockey *param_1)
{
char cVar1;
JockeyAssault *this;
JockeyAttack *this_00;
cVar1 = CDirector::SpecialsShouldAssault(TheDirector);
if (cVar1 != '\0') {
this = ::operator_new(0x903c);
/* try { // try from 00ab4a1a to 00ab4a1e has its CatchHandler @ 00ab4a48 */
JockeyAssault::JockeyAssault(this);
return this;
}
this_00 = ::operator_new(0x903c);
/* try { // try from 00ab4a3a to 00ab4a3e has its CatchHandler @ 00ab4a5a */
JockeyAttack::JockeyAttack(this_00);
return (JockeyAssault *)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.