SmokerMoveToAttackPosition::OnStuck
0x00ac68b0 · 187 bytes · __thiscall
_ZN26SmokerMoveToAttackPosition7OnStuckEP6Smoker
Decompiled
undefined (2 params)
/* SmokerMoveToAttackPosition::OnStuck(Smoker*) */
SmokerMoveToAttackPosition * __thiscall
SmokerMoveToAttackPosition::OnStuck(SmokerMoveToAttackPosition *this,Smoker *param_1)
{
longdouble lVar1;
lVar1 = (longdouble)CountdownTimer::Now();
if ((float)lVar1 + 0.1 != *(float *)(param_1 + 0x482c)) {
(**(code **)(*(int *)(param_1 + 0x4824) + 4))(param_1 + 0x4824,param_1 + 0x482c);
*(float *)(param_1 + 0x482c) = (float)lVar1 + 0.1;
}
if (*(float *)(param_1 + 0x4828) != 0.1) {
(**(code **)(*(int *)(param_1 + 0x4824) + 4))(param_1 + 0x4824,param_1 + 0x4828);
*(undefined4 *)(param_1 + 0x4828) = 0x3dcccccd;
}
*(undefined4 *)this = 0;
*(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.