L L4D2node

InfectedDying::Update

0x00a31a10 · 113 bytes · __cdecl

_ZN13InfectedDying6UpdateEP8Infectedf

Decompiled

undefined (2 params)

/* InfectedDying::Update(Infected*, float) */

Infected * InfectedDying::Update(Infected *param_1,float param_2)

{
  CBaseEntity *in_stack_0000000c;
  float in_stack_00000010;
  undefined4 local_18;
  float local_14;
  undefined4 local_10;
  
  local_18 = *(undefined4 *)(in_stack_0000000c + 0x3a8);
  local_14 = in_stack_00000010 * *(float *)((int)param_2 + 0x94) +
             *(float *)(in_stack_0000000c + 0x3ac);
  local_10 = *(undefined4 *)(in_stack_0000000c + 0x3b0);
  CBaseEntity::SetLocalAngles(in_stack_0000000c,(QAngle *)&local_18);
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  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)