L L4D2node

CCharge::OnStunned

0x004d3e70 · 138 bytes · __cdecl

_ZN7CCharge9OnStunnedEf

Decompiled

undefined (1 param)

/* CCharge::OnStunned(float) */

void CCharge::OnStunned(float param_1)

{
  CBaseEdict *this;
  int iVar1;
  
  if (*(char *)((int)param_1 + 0x464) != '\0') {
    EndCharge((CCharge *)param_1);
    if (*(float *)((int)param_1 + 0x460) != 0.0) {
      if (*(char *)((int)param_1 + 0x6c) == '\0') {
        this = *(CBaseEdict **)((int)param_1 + 0x30);
        if (this != (CBaseEdict *)0x0) {
          *(uint *)this = *(uint *)this | 0x101;
          iVar1 = CBaseEdict::GetChangeAccessor(this);
          *(undefined2 *)(iVar1 + 2) = 0;
        }
      }
      else {
        *(byte *)((int)param_1 + 0x70) = *(byte *)((int)param_1 + 0x70) | 1;
      }
      *(undefined4 *)((int)param_1 + 0x460) = 0;
    }
  }
                    /* WARNING: Could not recover jumptable at 0x004d3e9d. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_1 + 0x340))();
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)