L L4D2node

LostVictim::Update

0x00a28a30 · 168 bytes · __thiscall

_ZN10LostVictim6UpdateEP8Infectedf

Decompiled

undefined (3 params)

/* LostVictim::Update(Infected*, float) */

LostVictim * __thiscall LostVictim::Update(LostVictim *this,Infected *param_1,float param_2)

{
  char cVar1;
  int *piVar2;
  longdouble lVar3;
  
  piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
  cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,599);
  if (cVar1 == '\0') {
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(char **)(this + 8) = "No longer stumbling to a stop";
    return this;
  }
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 < *(float *)(param_1 + 0x3c)) {
    *(undefined4 *)this = 0;
    *(undefined4 *)(this + 4) = 0;
    *(undefined4 *)(this + 8) = 0;
    return this;
  }
  *(undefined4 *)this = 3;
  *(undefined4 *)(this + 4) = 0;
  *(char **)(this + 8) = "Spent too long in this state";
  return this;
}

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)