L L4D2node

Infected::BodyTarget

0x00a0cd20 · 114 bytes · __cdecl

_ZN8Infected10BodyTargetERK6Vectorb

Decompiled

undefined (2 params)

/* Infected::BodyTarget(Vector const&, bool) */

Vector * Infected::BodyTarget(Vector *param_1,bool param_2)

{
  char cVar1;
  undefined3 in_stack_00000009;
  
  cVar1 = CDirectorChallengeMode::HeadshotOnly(*(CDirectorChallengeMode **)(TheDirector + 0x648));
  if (cVar1 == '\0') {
    CBaseEntity::BodyTarget(param_1,param_2);
    return param_1;
  }
  (**(code **)(*_param_2 + 0x234))(param_1,_param_2);
  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)