L L4D2node

InfectedExecAction::Update

0x00a32ea0 · 30 bytes · __cdecl

_ZN18InfectedExecAction6UpdateEP8Infectedf

Decompiled

undefined (2 params)

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

void InfectedExecAction::Update(Infected *param_1,float param_2)

{
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  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)