L L4D2node

InfectedFlee::OnStuck

0x00a33400 · 50 bytes · __thiscall

_ZN12InfectedFlee7OnStuckEP8Infected

Decompiled

undefined (2 params)

/* InfectedFlee::OnStuck(Infected*) */

void __thiscall InfectedFlee::OnStuck(InfectedFlee *this,Infected *param_1)

{
  *(undefined4 *)this = 4;
  *(undefined4 *)(param_1 + 0x4814) = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 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)