L L4D2node

InfectedAlert::OnPostureChanged

0x00a18b90 · 92 bytes · __cdecl

_ZN13InfectedAlert16OnPostureChangedEP8Infected

Decompiled

undefined (1 param)

/* InfectedAlert::OnPostureChanged(Infected*) */

Infected * InfectedAlert::OnPostureChanged(Infected *param_1)

{
  int *piVar1;
  int *in_stack_0000000c;
  
  piVar1 = (int *)(**(code **)(*in_stack_0000000c + 0x594))();
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0xd8))(piVar1,0x234,1);
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 1;
  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)