L L4D2node

InfectedAttack::InfectedAttack

0x00a299b0 · 183 bytes · __thiscall

_ZN14InfectedAttackC2EP11CBaseEntity

Decompiled

undefined (2 params)

/* InfectedAttack::InfectedAttack(CBaseEntity*) */

void __thiscall InfectedAttack::InfectedAttack(InfectedAttack *this,CBaseEntity *param_1)

{
  InfectedAttack IVar1;
  undefined4 *puVar2;
  
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 8) = 0;
  this[0x30] = (InfectedAttack)0x0;
  this[0x31] = (InfectedAttack)0x0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined ***)this = &PTR__InfectedAttack_00d23248;
  *(undefined ***)(this + 4) = &PTR__InfectedAttack_00d233ac;
  *(undefined4 *)(this + 0x34) = 0xffffffff;
  *(undefined ***)(this + 0x38) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x3c) = 0;
  *(undefined4 *)(this + 0x40) = 0xbf800000;
  if (param_1 != (CBaseEntity *)0x0) {
                    /* try { // try from 00a29a3e to 00a29a50 has its CatchHandler @ 00a29a6c */
    puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)(this + 0x34) = *puVar2;
    IVar1 = (InfectedAttack)(**(code **)(*(int *)param_1 + 0x16c))(param_1);
    this[0x44] = IVar1;
    return;
  }
  this[0x44] = (InfectedAttack)0x0;
  return;
}

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)