L L4D2node

Infected::GetAutoAimCenter

0x00a0ccb0 · 102 bytes · __cdecl

_ZN8Infected16GetAutoAimCenterEv

Decompiled

undefined (0 params)

/* Infected::GetAutoAimCenter() */

undefined4 * Infected::GetAutoAimCenter(void)

{
  undefined4 uVar1;
  char cVar2;
  undefined4 *puVar3;
  undefined4 *in_stack_00000004;
  int *in_stack_00000008;
  
  cVar2 = CDirectorChallengeMode::HeadshotOnly(*(CDirectorChallengeMode **)(TheDirector + 0x648));
  if (cVar2 == '\0') {
    puVar3 = (undefined4 *)(**(code **)(*in_stack_00000008 + 0x288))();
    *in_stack_00000004 = *puVar3;
    uVar1 = puVar3[2];
    in_stack_00000004[1] = puVar3[1];
    in_stack_00000004[2] = uVar1;
    return in_stack_00000004;
  }
  (**(code **)(*in_stack_00000008 + 0x234))();
  return in_stack_00000004;
}

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)