L L4D2node

InfectedBlinded::OnContact

0x00a31350 · 280 bytes · __thiscall

_ZN15InfectedBlinded9OnContactEP8InfectedP11CBaseEntityP10CGameTrace

Decompiled

undefined (4 params)

/* InfectedBlinded::OnContact(Infected*, CBaseEntity*, CGameTrace*) */

InfectedBlinded * __thiscall
InfectedBlinded::OnContact
          (InfectedBlinded *this,Infected *param_1,CBaseEntity *param_2,CGameTrace *param_3)

{
  undefined4 uVar1;
  int iVar2;
  undefined4 *puVar3;
  undefined4 *puVar4;
  
  iVar2 = (**(code **)(*(int *)param_3 + 0x144))(param_3);
  if (iVar2 != 0) {
    puVar3 = ::operator_new(0x48);
    puVar3[8] = 0;
    puVar3[9] = 0;
    puVar3[10] = 0;
    puVar3[3] = 0;
    puVar3[4] = 0;
    puVar3[5] = 0;
    puVar3[6] = 0;
    puVar3[7] = 0;
    puVar3[2] = 0;
    *(undefined1 *)(puVar3 + 0xc) = 0;
    *(undefined1 *)((int)puVar3 + 0x31) = 0;
    puVar3[0xb] = 0;
    *puVar3 = &PTR__InfectedShoved_00d21b88;
    puVar3[1] = &PTR__InfectedShoved_00d21cec;
    puVar3[0xd] = 0xffffffff;
                    /* try { // try from 00a313e7 to 00a313f9 has its CatchHandler @ 00a3146f */
    puVar4 = (undefined4 *)(**(code **)(*(int *)param_3 + 0xc))(param_3);
    puVar3[0xd] = *puVar4;
    puVar4 = (undefined4 *)(**(code **)(*(int *)param_3 + 0x288))(param_3);
    uVar1 = *puVar4;
    *(undefined4 *)this = 2;
    *(undefined4 **)(this + 4) = puVar3;
    puVar3[0xe] = uVar1;
    uVar1 = puVar4[1];
    *(char **)(this + 8) = "Bumped into another Actor while blinded";
    *(undefined4 *)(this + 0xc) = 1;
    puVar3[0xf] = uVar1;
    uVar1 = puVar4[2];
    puVar3[0x11] = 0;
    puVar3[0x10] = uVar1;
    return this;
  }
  *(undefined4 *)this = 0;
  *(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)