L L4D2node

Infected::OnIgnite

0x00a0d960 · 282 bytes · __thiscall

_ZN8Infected8OnIgniteEv

Decompiled

undefined (1 param)

/* Infected::OnIgnite() */

void __thiscall Infected::OnIgnite(Infected *this)

{
  CBaseEdict *pCVar1;
  Infected IVar2;
  int *piVar3;
  int iVar4;
  int iVar5;
  longdouble lVar6;
  
  for (piVar3 = (int *)(**(code **)(*(int *)(this + 0x1a3c) + 8))(this + 0x1a3c);
      piVar3 != (int *)0x0;
      piVar3 = (int *)(**(code **)(*(int *)(this + 0x1a3c) + 0xc))(this + 0x1a3c,piVar3)) {
    (**(code **)(*piVar3 + 0x40))(piVar3);
  }
  if (this[0x1cd4] == (Infected)0x1) {
    IVar2 = this[0x6c];
  }
  else {
    if (this[0x6c] == (Infected)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      IVar2 = (Infected)0x0;
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar4 + 2) = 0;
        IVar2 = this[0x6c];
      }
    }
    else {
      this[0x70] = (Infected)((byte)this[0x70] | 1);
      IVar2 = (Infected)0x1;
    }
    this[0x1cd4] = (Infected)0x1;
  }
  iVar4 = *(int *)(this + 0x458);
  if (IVar2 == (Infected)0x0) {
    pCVar1 = *(CBaseEdict **)(this + 0x30);
    if (pCVar1 != (CBaseEdict *)0x0) {
      *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
      iVar5 = CBaseEdict::GetChangeAccessor(pCVar1);
      *(undefined2 *)(iVar5 + 2) = 0;
    }
  }
  else {
    this[0x70] = (Infected)((byte)this[0x70] | 1);
  }
  *(int *)(this + 0x458) = iVar4 + 2;
  lVar6 = (longdouble)IntervalTimer::Now();
  if ((float)lVar6 != *(float *)(this + 0x1cc4)) {
    (**(code **)(*(int *)(this + 0x1cc0) + 4))(this + 0x1cc0,this + 0x1cc4);
    *(float *)(this + 0x1cc4) = (float)lVar6;
  }
  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)