L L4D2node

InfectedBlinded::OnStart

0x00a31490 · 242 bytes · __thiscall

_ZN15InfectedBlinded7OnStartEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

/* InfectedBlinded::OnStart(Infected*, Action<Infected>*) */

InfectedBlinded * __thiscall
InfectedBlinded::OnStart(InfectedBlinded *this,Infected *param_1,Action *param_2)

{
  float fVar1;
  int *piVar2;
  longdouble lVar3;
  
  lVar3 = (longdouble)RandomFloat(0xc2200000,0x42200000);
  *(float *)(param_1 + 0x3c) = (float)lVar3;
  lVar3 = (longdouble)RandomFloat(0x41000000,0x41400000);
  fVar1 = (float)lVar3;
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 + fVar1 != *(float *)(param_1 + 0x54)) {
    (**(code **)(*(int *)(param_1 + 0x4c) + 4))(param_1 + 0x4c,param_1 + 0x54);
    *(float *)(param_1 + 0x54) = (float)lVar3 + fVar1;
  }
  if (fVar1 != *(float *)(param_1 + 0x50)) {
    (**(code **)(*(int *)(param_1 + 0x4c) + 4))(param_1 + 0x4c,param_1 + 0x50);
    *(float *)(param_1 + 0x50) = fVar1;
  }
  piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
  (**(code **)(*piVar2 + 0x10c))(piVar2,2);
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  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)