L L4D2node

IncrementInfectedBodyGroup

0x00a0e2a0 · 163 bytes · __cdecl

_Z26IncrementInfectedBodyGroupP8InfectedPKc

Decompiled

undefined (2 params)

/* IncrementInfectedBodyGroup(Infected*, char const*) */

void IncrementInfectedBodyGroup(Infected *param_1,char *param_2)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  piVar1 = mdlcache;
  if ((param_1 != (Infected *)0x0) && (param_2 != (char *)0x0)) {
    (**(code **)(*mdlcache + 0x68))(mdlcache);
                    /* try { // try from 00a0e2d9 to 00a0e325 has its CatchHandler @ 00a0e351 */
    iVar2 = CBaseAnimating::FindBodygroupByName((CBaseAnimating *)param_1,param_2);
    if (-1 < iVar2) {
      iVar3 = CBaseAnimating::GetNumBodyGroups((CBaseAnimating *)param_1);
      if (iVar2 < iVar3) {
        iVar3 = CBaseAnimating::GetBodygroup((CBaseAnimating *)param_1,iVar2);
        iVar4 = CBaseAnimating::GetBodygroupCount((CBaseAnimating *)param_1,iVar2);
        CBaseAnimating::SetBodygroup((CBaseAnimating *)param_1,iVar2,(iVar3 + 1) % iVar4);
                    /* WARNING: Could not recover jumptable at 0x00a0e335. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (**(code **)(*piVar1 + 0x6c))();
        return;
      }
    }
                    /* WARNING: Could not recover jumptable at 0x00a0e34f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar1 + 0x6c))();
    return;
  }
  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)