SpitterWaitInAmbush::OnInjured
0x00ad9e10 · 120 bytes · __thiscall
_ZN19SpitterWaitInAmbush9OnInjuredEP7SpitterRK15CTakeDamageInfo
Decompiled
undefined (3 params)
/* SpitterWaitInAmbush::OnInjured(Spitter*, CTakeDamageInfo const&) */
SpitterWaitInAmbush * __thiscall
SpitterWaitInAmbush::OnInjured(SpitterWaitInAmbush *this,Spitter *param_1,CTakeDamageInfo *param_2)
{
char cVar1;
SpitterAttack *this_00;
cVar1 = CTerrorPlayer::IsCustomAbilityReadyToFire((CTerrorPlayer *)param_2);
if (cVar1 == '\0') {
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
return this;
}
this_00 = ::operator_new(0x4858);
/* try { // try from 00ad9e61 to 00ad9e65 has its CatchHandler @ 00ad9e88 */
SpitterAttack::SpitterAttack(this_00);
*(undefined4 *)this = 1;
*(SpitterAttack **)(this + 4) = this_00;
*(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.