L L4D2node

InfectedExecAction::InitialContainedAction

0x00a32ec0 · 39 bytes · __cdecl

_ZN18InfectedExecAction22InitialContainedActionEP8Infected

Decompiled

undefined (1 param)

/* InfectedExecAction::InitialContainedAction(Infected*) */

InfectedBehavior * InfectedExecAction::InitialContainedAction(Infected *param_1)

{
  InfectedBehavior *this;
  
  this = ::operator_new(0x38);
                    /* try { // try from 00a32ed9 to 00a32edd has its CatchHandler @ 00a32ee7 */
  InfectedBehavior::InfectedBehavior(this);
  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)