L L4D2node

InfectedBlinded::OnShoved

0x00a31220 · 267 bytes · __cdecl

_ZN15InfectedBlinded8OnShovedEP8InfectedP11CBaseEntity

Decompiled

undefined (2 params)

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

Infected * InfectedBlinded::OnShoved(Infected *param_1,CBaseEntity *param_2)

{
  undefined4 *puVar1;
  undefined4 *puVar2;
  int *in_stack_00000010;
  
  puVar1 = ::operator_new(0x48);
  puVar1[8] = 0;
  puVar1[9] = 0;
  puVar1[10] = 0;
  puVar1[3] = 0;
  puVar1[4] = 0;
  puVar1[5] = 0;
  puVar1[6] = 0;
  puVar1[7] = 0;
  puVar1[2] = 0;
  *(undefined1 *)(puVar1 + 0xc) = 0;
  *(undefined1 *)((int)puVar1 + 0x31) = 0;
  puVar1[0xb] = 0;
  *puVar1 = &PTR__InfectedShoved_00d21b88;
  puVar1[1] = &PTR__InfectedShoved_00d21cec;
  puVar1[0xd] = 0xffffffff;
  if (in_stack_00000010 == (int *)0x0) {
    puVar1[0xe] = vec3_origin;
    puVar1[0xf] = DAT_01053d4c;
    puVar1[0x10] = DAT_01053d50;
  }
  else {
                    /* try { // try from 00a312a8 to 00a312ba has its CatchHandler @ 00a31331 */
    puVar2 = (undefined4 *)(**(code **)(*in_stack_00000010 + 0xc))();
    puVar1[0xd] = *puVar2;
    puVar2 = (undefined4 *)(**(code **)(*in_stack_00000010 + 0x288))();
    puVar1[0xe] = *puVar2;
    puVar1[0xf] = puVar2[1];
    puVar1[0x10] = puVar2[2];
  }
  puVar1[0x11] = 0;
  *(undefined4 *)param_1 = 2;
  *(undefined4 **)(param_1 + 4) = puVar1;
  *(char **)(param_1 + 8) = "Shoved by someone while blind";
  *(undefined4 *)(param_1 + 0xc) = 2;
  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)