L L4D2node

InfectedBehavior::OnKilled

0x00a2f7f0 · 908 bytes · __cdecl

_ZN16InfectedBehavior8OnKilledEP8InfectedRK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* InfectedBehavior::OnKilled(Infected*, CTakeDamageInfo const&) */

Infected * InfectedBehavior::OnKilled(Infected *param_1,CTakeDamageInfo *param_2)

{
  uint uVar1;
  code *pcVar2;
  char cVar3;
  undefined4 uVar4;
  int iVar5;
  undefined *puVar6;
  int *piVar7;
  undefined4 *puVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  IHandleEntity *in_stack_0000000c;
  int in_stack_00000010;
  float local_100;
  float local_fc;
  float local_f8;
  float local_f4;
  float local_f0;
  float local_ec;
  float local_e8;
  float local_e4;
  float local_e0;
  CTraceFilterSimple local_dc [16];
  float local_cc;
  float local_c8;
  float local_c4;
  float local_bc;
  float local_b8;
  float local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  float local_70;
  float local_6c;
  float local_68;
  Vector local_64 [84];
  
  uVar1 = *(uint *)(in_stack_00000010 + 0x34);
  puVar8 = (undefined4 *)&stack0xfffffeb4;
  if ((((uVar1 != 0xffffffff) &&
       (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 = (undefined4 *)&stack0xfffffeb4,
       puVar6 != (undefined *)0xfffffffc)) &&
      (puVar8 = (undefined4 *)&stack0xfffffeb4, *(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
     (puVar8 = (undefined4 *)&stack0xfffffeb4, *(CBaseEntity **)(puVar6 + 4) != (CBaseEntity *)0x0))
  {
    iVar5 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(puVar6 + 4));
    cVar3 = IsASurvivorTeam(iVar5);
    puVar8 = (undefined4 *)&stack0xfffffeb4;
    if ((cVar3 != '\0') &&
       (puVar8 = (undefined4 *)&stack0xfffffeb4, *(int *)(in_stack_00000010 + 0x48) == 0x80)) {
      piVar7 = (int *)0x0;
      uVar1 = *(uint *)(in_stack_00000010 + 0x34);
      if ((uVar1 != 0xffffffff) &&
         ((puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc &&
          (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)))) {
        piVar7 = *(int **)(puVar6 + 4);
      }
      (**(code **)(*piVar7 + 0x234))();
      (**(code **)(*(int *)in_stack_0000000c + 0x234))();
      local_100 = local_cc - local_70;
      local_fc = local_c8 - local_6c;
      local_f8 = local_c4 - local_68;
      VectorNormalize((Vector *)&local_100);
      fVar11 = local_100 * 100.0;
      fVar10 = local_fc * 100.0;
      fVar9 = local_f8 * 100.0;
      (**(code **)(*(int *)in_stack_0000000c + 0x234))();
      (**(code **)(*(int *)in_stack_0000000c + 0x234))();
      puVar8 = (undefined4 *)&stack0xfffffea4;
      local_8c = 0;
      local_cc = local_f4;
      local_bc = (fVar11 - local_f4) + local_e8;
      local_c8 = local_f0;
      local_b8 = (fVar10 - local_f0) + local_e4;
      local_c4 = local_ec;
      local_b4 = (fVar9 - local_ec) + local_e0;
      local_88 = 1;
      local_94 = 0;
      local_98 = 0;
      local_9c = 0;
      local_87 = local_b8 * local_b8 + local_bc * local_bc + local_b4 * local_b4 != 0.0;
      local_a4 = 0;
      local_a8 = 0;
      local_ac = 0;
      CTraceFilterSimple::CTraceFilterSimple
                (local_dc,in_stack_0000000c,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
      (**(code **)(*enginetrace + 0x14))();
      if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
        DebugDrawLine((Vector *)&local_70,local_64,0xff,0,0,true,-1.0);
      }
      iVar5 = (**(code **)(*(int *)in_stack_0000000c + 0x138))();
      UTIL_BloodDecalTrace((CGameTrace *)&local_70,iVar5);
    }
  }
  iVar5 = *(int *)in_stack_0000000c;
  *puVar8 = in_stack_0000000c;
  puVar8[1] = in_stack_00000010;
  pcVar2 = *(code **)(iVar5 + 0x5bc);
  puVar8[-1] = 0xa2f842;
  uVar4 = (*pcVar2)();
  *(undefined4 *)param_1 = 1;
  *(undefined4 *)(param_1 + 4) = uVar4;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 3;
  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.



        

        

          

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