TankIdle::OnCommandApproach
0x00aef920 · 210 bytes · __thiscall
_ZN8TankIdle17OnCommandApproachEP4TankRK6Vectorf
Decompiled
undefined (4 params)
/* TankIdle::OnCommandApproach(Tank*, Vector const&, float) */
TankIdle * __thiscall
TankIdle::OnCommandApproach(TankIdle *this,Tank *param_1,Vector *param_2,float param_3)
{
undefined4 *puVar1;
puVar1 = ::operator_new(0x4820);
puVar1[8] = 0;
puVar1[9] = 0;
puVar1[10] = 0;
puVar1[3] = 0;
puVar1[4] = 0;
puVar1[5] = 0;
puVar1[6] = 0;
puVar1[7] = 0;
puVar1[2] = 0;
*(undefined1 *)(puVar1 + 0xc) = 0;
*(undefined1 *)((int)puVar1 + 0x31) = 0;
puVar1[0xb] = 0;
*puVar1 = &PTR__BehaviorMoveTo_00d39568;
puVar1[1] = &PTR__BehaviorMoveTo_00d396d0;
/* try { // try from 00aef9a2 to 00aef9a6 has its CatchHandler @ 00aef9f2 */
PathFollower::PathFollower((PathFollower *)(puVar1 + 0x10));
puVar1[0xd] = *(undefined4 *)param_3;
puVar1[0xe] = *(undefined4 *)((int)param_3 + 4);
puVar1[0xf] = *(undefined4 *)((int)param_3 + 8);
/* try { // try from 00aef9ca to 00aef9ce has its CatchHandler @ 00aefa0c */
PathFollower::Invalidate((PathFollower *)(puVar1 + 0x10));
*(undefined4 *)this = 2;
*(undefined4 **)(this + 4) = puVar1;
*(char **)(this + 8) = "Debug move to";
*(undefined4 *)(this + 0xc) = 3;
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.