Spitter::Spitter
0x00acd510 · 208 bytes · __thiscall
_ZN7SpitterC1Ev
Decompiled
undefined (1 param)
/* Spitter::Spitter() */
void __thiscall Spitter::Spitter(Spitter *this)
{
INextBot *pIVar1;
SpitterIntention *this_00;
SpitterLocomotion *this_01;
PlayerBody *this_02;
ZombieBotVision *this_03;
BossZombiePlayerBot::BossZombiePlayerBot((BossZombiePlayerBot *)this);
*(undefined ***)this = &PTR__Spitter_00d363e8;
*(undefined **)(this + 0x2364) = &DAT_00d36db0;
*(undefined ***)(this + 0x4028) = &PTR__Spitter_00d36dc4;
*(undefined ***)(this + 0x4258) = &PTR_PressFireButton_00d36f14;
*(undefined4 *)(this + 0x4324) = 0xffffffff;
/* try { // try from 00acd559 to 00acd55d has its CatchHandler @ 00acd5e0 */
this_00 = ::operator_new(0x20);
pIVar1 = (INextBot *)(this + 0x4028);
/* try { // try from 00acd56d to 00acd571 has its CatchHandler @ 00acd604 */
SpitterIntention::SpitterIntention(this_00,pIVar1);
*(SpitterIntention **)(this + 0x4318) = this_00;
/* try { // try from 00acd57f to 00acd583 has its CatchHandler @ 00acd5e0 */
this_01 = ::operator_new(0xbc);
/* try { // try from 00acd58d to 00acd591 has its CatchHandler @ 00acd602 */
SpitterLocomotion::SpitterLocomotion(this_01,pIVar1);
*(SpitterLocomotion **)(this + 0x431c) = this_01;
/* try { // try from 00acd59f to 00acd5a3 has its CatchHandler @ 00acd5e0 */
this_02 = ::operator_new(0xac);
/* try { // try from 00acd5ad to 00acd5b1 has its CatchHandler @ 00acd5fe */
PlayerBody::PlayerBody(this_02,pIVar1);
*(PlayerBody **)(this + 0x4314) = this_02;
/* try { // try from 00acd5bf to 00acd5c3 has its CatchHandler @ 00acd5e0 */
this_03 = ::operator_new(0x16c);
/* try { // try from 00acd5cd to 00acd5d1 has its CatchHandler @ 00acd5f2 */
ZombieBotVision::ZombieBotVision(this_03,pIVar1);
*(ZombieBotVision **)(this + 0x4320) = this_03;
return;
}
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.