L L4D2node

CSpitAbility::OnStunned

0x004db590 · 193 bytes · __thiscall

_ZN12CSpitAbility9OnStunnedEf

Decompiled

undefined (2 params)

/* CSpitAbility::OnStunned(float) */

void __thiscall CSpitAbility::OnStunned(CSpitAbility *this,float param_1)

{
  CBaseEdict *this_00;
  int iVar1;
  
  if (this[0x45d] != (CSpitAbility)0x0) {
    if (this[0x6c] == (CSpitAbility)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CSpitAbility)((byte)this[0x70] | 1);
    }
    this[0x45d] = (CSpitAbility)0x0;
  }
  if (*(float *)(this + 0x468) != -1.0) {
    (**(code **)(*(int *)(this + 0x460) + 4))(this + 0x460,this + 0x468);
    *(undefined4 *)(this + 0x468) = 0xbf800000;
  }
  (**(code **)(*(int *)this + 0x340))(this,param_1);
  CBaseAbility::StartActivationTimer
            ((CBaseAbility *)this,*(float *)(z_spit_interval._28_4_ + 0x2c),0.0);
  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)