L L4D2node

InfectedBehavior::OnCommandApproach

0x00a2fc30 · 74 bytes · __cdecl

_ZN16InfectedBehavior17OnCommandApproachEP8InfectedP11CBaseEntity

Decompiled

undefined (2 params)

/* InfectedBehavior::OnCommandApproach(Infected*, CBaseEntity*) */

Infected * InfectedBehavior::OnCommandApproach(Infected *param_1,CBaseEntity *param_2)

{
  InfectedAmbientMob *this;
  CBaseEntity *in_stack_00000010;
  
  this = ::operator_new(0x4824);
                    /* try { // try from 00a2fc53 to 00a2fc57 has its CatchHandler @ 00a2fc7a */
  InfectedAmbientMob::InfectedAmbientMob(this,in_stack_00000010);
  *(undefined4 *)param_1 = 2;
  *(InfectedAmbientMob **)(param_1 + 4) = this;
  *(char **)(param_1 + 8) = "Running in ambient mob";
  *(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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)