L L4D2node

InfectedFlee::OnContact

0x00a33440 · 152 bytes · __thiscall

_ZN12InfectedFlee9OnContactEP8InfectedP11CBaseEntityP10CGameTrace

Decompiled

undefined (4 params)

/* InfectedFlee::OnContact(Infected*, CBaseEntity*, CGameTrace*) */

InfectedFlee * __thiscall
InfectedFlee::OnContact
          (InfectedFlee *this,Infected *param_1,CBaseEntity *param_2,CGameTrace *param_3)

{
  char cVar1;
  int *piVar2;
  InfectedAttack *this_00;
  
  cVar1 = (**(code **)(*(int *)param_3 + 0x16c))(param_3);
  if (cVar1 != '\0') {
    piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x590))(param_2);
    cVar1 = (**(code **)(*piVar2 + 0x174))(piVar2);
    if (cVar1 != '\0') {
      this_00 = ::operator_new(0x48);
                    /* try { // try from 00a334bd to 00a334c1 has its CatchHandler @ 00a334db */
      InfectedAttack::InfectedAttack(this_00,(CBaseEntity *)param_3);
      *(undefined4 *)this = 1;
      *(InfectedAttack **)(this + 4) = this_00;
      *(undefined4 *)(this + 8) = 0;
      *(undefined4 *)(this + 0xc) = 1;
      return this;
    }
  }
  *(undefined4 *)this = 4;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 1;
  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)