L L4D2node

InfectedShoved::OnAnimationActivityComplete

0x00a1b7c0 · 209 bytes · __cdecl

_ZN14InfectedShoved27OnAnimationActivityCompleteEP8Infectedi

Decompiled

undefined (2 params)

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

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

{
  uint uVar1;
  int *piVar2;
  int *in_stack_0000000c;
  int in_stack_00000010;
  
  if (in_stack_00000010 - 0x26dU < 0x17) {
    uVar1 = 1 << ((byte)(in_stack_00000010 - 0x26dU) & 0x1f);
    if ((uVar1 & 0xf000f) == 0) {
      if ((uVar1 & 0x700000) == 0) goto LAB_00a1b827;
      piVar2 = (int *)(**(code **)(*in_stack_0000000c + 0x594))();
      (**(code **)(*piVar2 + 0xec))(piVar2,0);
    }
    if (*(int *)(param_2 + 0x44) != 0) {
      *(int *)(param_1 + 4) = *(int *)(param_2 + 0x44);
      *(undefined4 *)param_1 = 1;
      *(undefined4 *)(param_1 + 8) = 0;
      *(undefined4 *)(param_1 + 0xc) = 1;
      *(undefined4 *)(param_2 + 0x44) = 0;
      return param_1;
    }
    *(undefined4 *)param_1 = 3;
    *(undefined4 *)(param_1 + 4) = 0;
    *(undefined4 *)(param_1 + 8) = 0;
    *(undefined4 *)(param_1 + 0xc) = 1;
  }
  else {
LAB_00a1b827:
    *(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)