TankAttack::OnStuck
0x00ae0ea0 · 139 bytes · __thiscall
_ZN10TankAttack7OnStuckEP4Tank
Decompiled
undefined (2 params)
/* TankAttack::OnStuck(Tank*) */
void __thiscall TankAttack::OnStuck(TankAttack *this,Tank *param_1)
{
longdouble lVar1;
if (*(float *)(param_1 + 0x486c) <= 0.0) {
lVar1 = (longdouble)IntervalTimer::Now();
if ((float)lVar1 != *(float *)(param_1 + 0x486c)) {
(**(code **)(*(int *)(param_1 + 0x4868) + 4))(param_1 + 0x4868,param_1 + 0x486c);
*(float *)(param_1 + 0x486c) = (float)lVar1;
}
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
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.