L L4D2node

CBasePropDoor::OnInfectedAttack

0x007f58a0 · 55 bytes · __thiscall

_ZN13CBasePropDoor16OnInfectedAttackEv

Decompiled

undefined (1 param)

/* CBasePropDoor::OnInfectedAttack() */

void __thiscall CBasePropDoor::OnInfectedAttack(CBasePropDoor *this)

{
  char *pcVar1;
  
  pcVar1 = "";
  if (*(char **)(this + 0x165c) != (char *)0x0) {
    pcVar1 = *(char **)(this + 0x165c);
  }
  CBaseEntity::EmitSound((CBaseEntity *)this,pcVar1,0.0,(float *)0x0);
  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)