L L4D2node

InfectedAlert::OnAnimationActivityComplete

0x00a18bf0 · 236 bytes · __cdecl

_ZN13InfectedAlert27OnAnimationActivityCompleteEP8Infectedi

Decompiled

undefined (2 params)

/* InfectedAlert::OnAnimationActivityComplete(Infected*, int) */

Infected * InfectedAlert::OnAnimationActivityComplete(Infected *param_1,int param_2)

{
  int *piVar1;
  InfectedWander *this;
  int *in_stack_0000000c;
  uint in_stack_00000010;
  
  if (in_stack_00000010 == 0x244) {
    piVar1 = (int *)(**(code **)(*in_stack_0000000c + 0x594))();
    (**(code **)(*piVar1 + 0xd8))(piVar1,0x234,1);
  }
  else if (((in_stack_00000010 == 0x237) || ((in_stack_00000010 & 0xfffffffd) == 0x239)) ||
          (in_stack_00000010 == 0x23d)) {
    piVar1 = (int *)(**(code **)(*in_stack_0000000c + 0x594))();
    (**(code **)(*piVar1 + 0xd8))(piVar1,0x245,1);
  }
  else if (in_stack_00000010 == 0x245) {
    this = ::operator_new(0x74);
                    /* try { // try from 00a18c98 to 00a18c9c has its CatchHandler @ 00a18ceb */
    InfectedWander::InfectedWander(this,(Action *)0x0);
    *(undefined4 *)param_1 = 1;
    *(InfectedWander **)(param_1 + 4) = this;
    *(undefined4 *)(param_1 + 8) = 0;
    *(undefined4 *)(param_1 + 0xc) = 1;
    return param_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)