L L4D2node

Infected::MakeLowViolence

0x00a0cb50 · 132 bytes · __thiscall

_ZN8Infected15MakeLowViolenceEv

Decompiled

undefined (1 param)

/* Infected::MakeLowViolence() */

void __thiscall Infected::MakeLowViolence(Infected *this)

{
  int iVar1;
  char *local_70;
  CTakeDamageInfo local_6c [96];
  
  (**(code **)(*(int *)this + 0x20))(&local_70,this);
  if (local_70 == (char *)0x0) {
    local_70 = "";
  }
  else if (local_70 == "models/infected/common_police_male01.mdl") goto LAB_00a0cb8f;
  iVar1 = _V_stricmp(local_70,"models/infected/common_police_male01.mdl");
  if (iVar1 != 0) {
    return;
  }
LAB_00a0cb8f:
  CTakeDamageInfo::CTakeDamageInfo(local_6c,(CBaseEntity *)this,(CBaseEntity *)this,2000.0,0x80,0);
  CBaseEntity::TakeDamage((CBaseEntity *)this,local_6c);
  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)