TankAttack::OnStart
0x00ae1e80 · 301 bytes · __thiscall
_ZN10TankAttack7OnStartEP4TankP6ActionIS0_E
Decompiled
undefined (3 params)
/* TankAttack::OnStart(Tank*, Action<Tank>*) */
TankAttack * __thiscall TankAttack::OnStart(TankAttack *this,Tank *param_1,Action *param_2)
{
int *piVar1;
longdouble lVar2;
TankAttackMusic local_1d [13];
piVar1 = (int *)(**(code **)(*(int *)param_2 + 0x9b4))(param_2);
(**(code **)(*piVar1 + 0x10c))(piVar1,2);
(**(code **)(*piVar1 + 0xec))(piVar1,0);
lVar2 = (longdouble)IntervalTimer::Now();
if ((float)lVar2 != *(float *)(param_1 + 0x484c)) {
(**(code **)(*(int *)(param_1 + 0x4848) + 4))(param_1 + 0x4848,param_1 + 0x484c);
*(float *)(param_1 + 0x484c) = (float)lVar2;
}
if (*(float *)(param_1 + 0x486c) != -1.0) {
(**(code **)(*(int *)(param_1 + 0x4868) + 4))(param_1 + 0x4868,param_1 + 0x486c);
*(undefined4 *)(param_1 + 0x486c) = 0xbf800000;
}
if (*(float *)(param_1 + 0x4864) != -1.0) {
(**(code **)(*(int *)(param_1 + 0x485c) + 4))(param_1 + 0x485c,param_1 + 0x4864);
*(undefined4 *)(param_1 + 0x4864) = 0xbf800000;
}
UpdateThrowAimError((TankAttack *)param_1);
ForEachTerrorPlayer<TankAttackMusic>(local_1d);
*(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.