JockeyLeap::OnShoved
0x00ab5210 · 407 bytes · __cdecl
_ZN10JockeyLeap8OnShovedEP6JockeyP11CBaseEntity
Decompiled
undefined (2 params)
/* JockeyLeap::OnShoved(Jockey*, CBaseEntity*) */
Jockey * JockeyLeap::OnShoved(Jockey *param_1,CBaseEntity *param_2)
{
uint uVar1;
code *pcVar2;
char cVar3;
int *piVar4;
undefined4 uVar5;
undefined *puVar6;
int *in_stack_0000000c;
int *in_stack_00000010;
if ((in_stack_00000010 == (int *)0x0) ||
(cVar3 = (**(code **)(*in_stack_00000010 + 0x16c))(), cVar3 == '\0')) {
in_stack_00000010 = (int *)0x0;
}
piVar4 = (int *)(**(code **)(*in_stack_0000000c + 0x9b0))(in_stack_0000000c);
cVar3 = (**(code **)(*piVar4 + 0xf8))(piVar4);
if (((cVar3 == '\0') &&
((((uVar1 = *(uint *)(param_2 + 0x34), uVar1 == 0xffffffff ||
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) ||
((piVar4 = *(int **)(puVar6 + 4), piVar4 == (int *)0x0 ||
(cVar3 = (**(code **)(*piVar4 + 0x804))(piVar4), cVar3 == '\0')))))) &&
((in_stack_00000010 != (int *)0x0 &&
(piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"jockey_punched",0,0), piVar4 != (int *)0x0)))) {
pcVar2 = *(code **)(*piVar4 + 0x30);
uVar5 = (**(code **)(*engine + 0x40))(engine,in_stack_00000010[0xc]);
(*pcVar2)(piVar4,"userid",uVar5);
pcVar2 = *(code **)(*piVar4 + 0x30);
uVar5 = (**(code **)(*engine + 0x40))(engine,in_stack_0000000c[0xc]);
(*pcVar2)(piVar4,"jockeyuserid",uVar5);
(**(code **)(*piVar4 + 0x2c))(piVar4,"islunging",1);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
}
*(undefined4 *)param_1 = 3;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 3;
return param_1;
}
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.