SmokerAttack::OnContact
0x00ac4b70 · 287 bytes · __thiscall
_ZN12SmokerAttack9OnContactEP6SmokerP11CBaseEntityP10CGameTrace
Decompiled
undefined (4 params)
/* SmokerAttack::OnContact(Smoker*, CBaseEntity*, CGameTrace*) */
SmokerAttack * __thiscall
SmokerAttack::OnContact(SmokerAttack *this,Smoker *param_1,CBaseEntity *param_2,CGameTrace *param_3)
{
uint uVar1;
char cVar2;
int iVar3;
undefined *puVar4;
undefined4 *puVar5;
int *piVar6;
if ((((param_3 != (CGameTrace *)0x0) &&
(cVar2 = (**(code **)(*(int *)param_3 + 0x16c))(param_3), cVar2 != '\0')) &&
(iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_3), iVar3 == 2)) &&
(cVar2 = (**(code **)(*(int *)param_3 + 0x7e8))(param_3), cVar2 == '\0')) {
uVar1 = *(uint *)(param_1 + 0x34);
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar4 + 8) == uVar1 >> 0xc &&
((piVar6 = *(int **)(puVar4 + 4), piVar6 != (int *)0x0 &&
(cVar2 = (**(code **)(*piVar6 + 0x16c))(piVar6), cVar2 != '\0')))))) {
uVar1 = *(uint *)(param_1 + 0x34);
if ((uVar1 == 0xffffffff) ||
((((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
(piVar6 = *(int **)(puVar4 + 4), piVar6 == (int *)0x0)) ||
(cVar2 = (**(code **)(*piVar6 + 0x16c))(piVar6), cVar2 == '\0')))) {
piVar6 = (int *)0x0;
}
cVar2 = (**(code **)(*piVar6 + 0x550))(piVar6);
if (cVar2 != '\0') goto LAB_00ac4b98;
}
puVar5 = (undefined4 *)(**(code **)(*(int *)param_3 + 0xc))(param_3);
*(undefined4 *)(param_1 + 0x34) = *puVar5;
}
LAB_00ac4b98:
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
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.