L L4D2node

SurvivorAttack::OnInjured

0x009184b0 · 189 bytes · __cdecl

_ZN14SurvivorAttack9OnInjuredEP11SurvivorBotRK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* SurvivorAttack::OnInjured(SurvivorBot*, CTakeDamageInfo const&) */

SurvivorBot * SurvivorAttack::OnInjured(SurvivorBot *param_1,CTakeDamageInfo *param_2)

{
  float fVar1;
  uint uVar2;
  int iVar3;
  undefined *puVar4;
  longdouble lVar5;
  int in_stack_00000010;
  
  uVar2 = *(uint *)(in_stack_00000010 + 0x34);
  if ((((uVar2 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) &&
     (*(CBaseEntity **)(puVar4 + 4) != (CBaseEntity *)0x0)) {
    iVar3 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(puVar4 + 4));
    if (iVar3 == 3) {
      *(int *)(param_2 + 100) = *(int *)(param_2 + 100) + 1;
      lVar5 = (longdouble)CountdownTimer::Now();
      fVar1 = *(float *)(param_2 + 0x6c);
      if ((float)lVar5 + fVar1 != *(float *)(param_2 + 0x70)) {
        (**(code **)(*(int *)(param_2 + 0x68) + 4))(param_2 + 0x68,param_2 + 0x70);
        *(float *)(param_2 + 0x70) = (float)lVar5 + fVar1;
      }
    }
  }
  *(undefined4 *)param_1 = 4;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 1;
  return param_1;
}

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)