L L4D2node

InfectedBurn::OnShoved

0x00a30bd0 · 88 bytes · __thiscall

_ZN12InfectedBurn8OnShovedEP8InfectedP11CBaseEntity

Decompiled

undefined (3 params)

/* InfectedBurn::OnShoved(Infected*, CBaseEntity*) */

InfectedBurn * __thiscall
InfectedBurn::OnShoved(InfectedBurn *this,Infected *param_1,CBaseEntity *param_2)

{
  CTakeDamageInfo local_7c [108];
  
  CTakeDamageInfo::CTakeDamageInfo(local_7c);
  (**(code **)(*(int *)param_2 + 0x4dc))(param_2,local_7c,&vec3_origin);
  *(undefined4 *)this = 3;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 1;
  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)