L L4D2node

InfectedShoved::OnContact

0x00a1b8a0 · 509 bytes · __cdecl

_ZN14InfectedShoved9OnContactEP8InfectedP11CBaseEntityP10CGameTrace

Decompiled

undefined (3 params)

/* InfectedShoved::OnContact(Infected*, CBaseEntity*, CGameTrace*) */

Infected * InfectedShoved::OnContact(Infected *param_1,CBaseEntity *param_2,CGameTrace *param_3)

{
  char cVar1;
  int *piVar2;
  float fVar3;
  int in_stack_00000010;
  CGameTrace *in_stack_00000014;
  
  if (((byte)param_3[0x14d] & 0x10) != 0) {
    CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)param_3);
  }
  fVar3 = SQRT(*(float *)(param_3 + 0x278) * *(float *)(param_3 + 0x278) +
               *(float *)(param_3 + 0x274) * *(float *)(param_3 + 0x274) +
               *(float *)(param_3 + 0x27c) * *(float *)(param_3 + 0x27c));
  if ((*(float *)(ZombieShoveFriendSpeed._28_4_ + 0x2c) <= fVar3 &&
       fVar3 != *(float *)(ZombieShoveFriendSpeed._28_4_ + 0x2c)) && (in_stack_00000010 != 0)) {
    piVar2 = (int *)__dynamic_cast(in_stack_00000010,&CBaseEntity::typeinfo,&INextBot::typeinfo,
                                   0xfffffffe);
    if (piVar2 != (int *)0x0) {
      (**(code **)(*piVar2 + 0x74))(piVar2,param_3);
    }
  }
  if ((50.0 < fVar3) && (in_stack_00000014 != (CGameTrace *)0x0)) {
    cVar1 = CGameTrace::DidHitWorld(in_stack_00000014);
    if ((cVar1 != '\0') &&
       ((in_stack_00000014[0x37] == (CGameTrace)0x0 &&
        (*(float *)(in_stack_00000014 + 0x20) <= 0.5 && *(float *)(in_stack_00000014 + 0x20) != 0.5)
        ))) {
      piVar2 = (int *)(**(code **)(*(int *)param_3 + 0x594))(param_3);
      if (piVar2 != (int *)0x0) {
        cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,0x26e);
        if (cVar1 == '\0') {
          cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,0x26d);
          if (cVar1 == '\0') {
            cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,0x26f);
            if (cVar1 == '\0') {
              cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,0x270);
              if (cVar1 != '\0') {
                (**(code **)(*piVar2 + 0xd8))(piVar2,0x280,1);
              }
            }
            else {
              (**(code **)(*piVar2 + 0xd8))(piVar2,0x27f,1);
            }
          }
          else {
            (**(code **)(*piVar2 + 0xd8))(piVar2,0x27e,1);
          }
        }
        else {
          (**(code **)(*piVar2 + 0xd8))(piVar2,0x27d,1);
        }
      }
    }
  }
  *(undefined4 *)param_1 = 4;
  *(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)