SpitterWaitInAmbush::OnStart
0x00ad9970 · 223 bytes · __thiscall
_ZN19SpitterWaitInAmbush7OnStartEP7SpitterP6ActionIS0_E
Decompiled
undefined (3 params)
/* SpitterWaitInAmbush::OnStart(Spitter*, Action<Spitter>*) */
SpitterWaitInAmbush * __thiscall
SpitterWaitInAmbush::OnStart(SpitterWaitInAmbush *this,Spitter *param_1,Action *param_2)
{
float fVar1;
undefined4 uVar2;
int *piVar3;
longdouble lVar4;
piVar3 = (int *)(**(code **)(*(int *)param_2 + 0x9b4))(param_2);
(**(code **)(*piVar3 + 0x10c))(piVar3,2);
(**(code **)(*piVar3 + 0xec))(piVar3,0);
uVar2 = z_spitter_max_wait_time._28_4_;
*(undefined4 *)(param_1 + 0x34) = 0;
fVar1 = *(float *)(uVar2 + 0x2c);
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + fVar1 != *(float *)(param_1 + 0x40)) {
(**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x40);
*(float *)(param_1 + 0x40) = (float)lVar4 + fVar1;
}
if (fVar1 != *(float *)(param_1 + 0x3c)) {
(**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x3c);
*(float *)(param_1 + 0x3c) = fVar1;
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
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.