L L4D2node

ChaseVictim::OnCommandAttack

0x00a2a0f0 · 106 bytes · __cdecl

_ZN11ChaseVictim15OnCommandAttackEP8InfectedP11CBaseEntity

Decompiled

undefined (2 params)

/* ChaseVictim::OnCommandAttack(Infected*, CBaseEntity*) */

Infected * ChaseVictim::OnCommandAttack(Infected *param_1,CBaseEntity *param_2)

{
  int iVar1;
  char cVar2;
  undefined4 *puVar3;
  CBaseEntity *in_stack_00000010;
  
  if (in_stack_00000010 != (CBaseEntity *)0x0) {
    cVar2 = (**(code **)(*(int *)in_stack_00000010 + 300))();
    if (cVar2 != '\0') {
      cVar2 = InfectedAttack::IsValidEnemy(in_stack_00000010);
      if (cVar2 != '\0') {
        iVar1 = *(int *)(param_2 + 0x34);
        puVar3 = (undefined4 *)(**(code **)(*(int *)in_stack_00000010 + 0xc))();
        *(undefined4 *)(iVar1 + 0x34) = *puVar3;
      }
    }
  }
  *(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)