L L4D2node

InfectedAttack::OnLandOnGround

0x00a28d40 · 288 bytes · __cdecl

_ZN14InfectedAttack14OnLandOnGroundEP8InfectedP11CBaseEntity

Decompiled

undefined (2 params)

/* InfectedAttack::OnLandOnGround(Infected*, CBaseEntity*) */

Infected * InfectedAttack::OnLandOnGround(Infected *param_1,CBaseEntity *param_2)

{
  undefined4 uVar1;
  char cVar2;
  undefined4 *puVar3;
  undefined4 *puVar4;
  int *in_stack_00000010;
  
  if (in_stack_00000010 != (int *)0x0) {
    cVar2 = (**(code **)(*in_stack_00000010 + 0x16c))();
    if (cVar2 != '\0') {
      puVar3 = ::operator_new(0x48);
      puVar3[8] = 0;
      puVar3[9] = 0;
      puVar3[10] = 0;
      puVar3[3] = 0;
      puVar3[4] = 0;
      puVar3[5] = 0;
      puVar3[6] = 0;
      puVar3[7] = 0;
      puVar3[2] = 0;
      *(undefined1 *)(puVar3 + 0xc) = 0;
      *(undefined1 *)((int)puVar3 + 0x31) = 0;
      puVar3[0xb] = 0;
      *puVar3 = &PTR__InfectedShoved_00d21b88;
      puVar3[1] = &PTR__InfectedShoved_00d21cec;
      puVar3[0xd] = 0xffffffff;
                    /* try { // try from 00a28ddf to 00a28df1 has its CatchHandler @ 00a28e67 */
      puVar4 = (undefined4 *)(**(code **)(*in_stack_00000010 + 0xc))();
      puVar3[0xd] = *puVar4;
      puVar4 = (undefined4 *)(**(code **)(*in_stack_00000010 + 0x288))();
      uVar1 = *puVar4;
      *(undefined4 *)param_1 = 2;
      *(undefined4 **)(param_1 + 4) = puVar3;
      puVar3[0xe] = uVar1;
      uVar1 = puVar4[1];
      *(char **)(param_1 + 8) = "Landed on a player\'s head";
      *(undefined4 *)(param_1 + 0xc) = 3;
      puVar3[0xf] = uVar1;
      uVar1 = puVar4[2];
      puVar3[0x11] = 0;
      puVar3[0x10] = uVar1;
      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)