L L4D2node

ChaseVictim::OnStart

0x00a2cbb0 · 222 bytes · __thiscall

_ZN11ChaseVictim7OnStartEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

/* ChaseVictim::OnStart(Infected*, Action<Infected>*) */

ChaseVictim * __thiscall ChaseVictim::OnStart(ChaseVictim *this,Infected *param_1,Action *param_2)

{
  uint uVar1;
  int iVar2;
  Action *pAVar3;
  undefined *puVar4;
  Action *pAVar5;
  longdouble lVar6;
  
  iVar2 = CBaseEntity::GetGender((CBaseEntity *)param_2);
  if (iVar2 != 0x10) {
    iVar2 = CBaseEntity::GetGender((CBaseEntity *)param_2);
    pAVar5 = param_2 + 0x1a3c;
    if (iVar2 != 0x11) goto LAB_00a2cbdf;
  }
  uVar1 = *(uint *)(*(int *)(param_1 + 0x34) + 0x34);
  if ((((uVar1 == 0xffffffff) ||
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) {
    pAVar3 = param_2 + 0x1a3c;
  }
  else {
    pAVar5 = param_2 + 0x1a3c;
    pAVar3 = pAVar5;
    lVar6 = (longdouble)
            (**(code **)(*(int *)(param_2 + 0x1a3c) + 300))(pAVar5,*(int *)(puVar4 + 4),pAVar5);
    if ((float)lVar6 <= 129600.0) goto LAB_00a2cbdf;
  }
  CreateAttractGoal((Infected *)param_2);
  pAVar5 = pAVar3;
LAB_00a2cbdf:
  (**(code **)(*(int *)(param_2 + 0x1a3c) + 0x10c))(pAVar5);
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  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)