L L4D2node

InfectedDying::OnAnimationActivityComplete

0x00a31fe0 · 95 bytes · __cdecl

_ZN13InfectedDying27OnAnimationActivityCompleteEP8Infectedi

Decompiled

undefined (2 params)

/* InfectedDying::OnAnimationActivityComplete(Infected*, int) */

void InfectedDying::OnAnimationActivityComplete(Infected *param_1,int param_2)

{
  Infected *in_stack_0000000c;
  int in_stack_00000010;
  
  if ((in_stack_00000010 - 0x29bU < 0xf) &&
     ((1 << ((byte)(in_stack_00000010 - 0x29bU) & 0x1f) & 0x7ffdU) != 0)) {
    BecomeRagdoll((InfectedDying *)param_2,in_stack_0000000c);
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 1;
  return;
}

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)