L L4D2node

Infected::CheckForMeleeWoundEffect

0x00a0ecd0 · 413 bytes · __thiscall

_ZN8Infected24CheckForMeleeWoundEffectEiiib19MeleeSwingDirectionS0_

Decompiled

undefined (7 params)

/* Infected::CheckForMeleeWoundEffect(int, int, int, bool, MeleeSwingDirection, MeleeSwingDirection)
    */

void __thiscall
Infected::CheckForMeleeWoundEffect
          (Infected *param_1,int param_2_00,int param_2,uint param_3,char param_4,int param_6,
          int param_7)

{
  int *piVar1;
  int iVar2;
  uint uVar3;
  char cVar4;
  undefined4 uVar5;
  int *piVar6;
  int iVar7;
  int iVar8;
  int iVar9;
  int local_5c;
  int aiStack_3c [11];
  
  if (((*(int *)(param_1 + 0x1cf4) == -1) || (*(int *)(param_1 + 0x1cf8) == -1)) &&
     (cVar4 = IsValidHitgroupForWound(param_1,param_2), cVar4 != '\0')) {
    uVar5 = CBaseEntity::GetGender((CBaseEntity *)param_1);
    piVar6 = (int *)GetDamageCutoutInfoArray(uVar5);
    iVar7 = piVar6[3];
    if (0 < iVar7) {
      iVar2 = *piVar6;
      iVar9 = 0;
      iVar8 = 0;
      local_5c = 0;
      do {
        piVar6 = (int *)(iVar2 + iVar8);
        uVar3 = piVar6[0x171];
        if ((((((param_3 & 4) == 0) || ((uVar3 & 0xc) != 0)) &&
             (((param_3 & 0x80) == 0 || ((uVar3 & 0x10) != 0)))) &&
            (((uVar3 & 8) == 0 ||
             (((piVar6[0x172] == param_6 && (piVar6[0x173] == param_7)) &&
              (((char)piVar6[0x174] == param_4 &&
               ((*(int *)(param_1 + 0x1cf4) == -1 ||
                ((*(byte *)(iVar2 + 0x5c4 + *(int *)(param_1 + 0x1cf4) * 0xf6c) & 8) == 0))))))))))
           && (0 < piVar6[5])) {
          piVar1 = piVar6 + piVar6[5];
          do {
            if (((-1 < *piVar6) && (*piVar6 == param_2_00)) && (local_5c < 8)) {
              aiStack_3c[local_5c] = iVar9;
              local_5c = local_5c + 1;
            }
            piVar6 = piVar6 + 1;
          } while (piVar6 != piVar1);
        }
        iVar9 = iVar9 + 1;
        iVar8 = iVar8 + 0xf6c;
      } while (iVar9 != iVar7);
      if (local_5c != 0) {
        iVar7 = RandomInt(0,local_5c + -1);
        RequestWound(param_1,aiStack_3c[iVar7]);
        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)