L L4D2node

InfectedFlee::OnStart

0x00a340d0 · 73 bytes · __cdecl

_ZN12InfectedFlee7OnStartEP8InfectedP6ActionIS0_E

Decompiled

undefined (2 params)

/* InfectedFlee::OnStart(Infected*, Action<Infected>*) */

Infected * InfectedFlee::OnStart(Infected *param_1,Action *param_2)

{
  *(undefined4 *)(param_2 + 0x4814) = 0;
  PathFollower::Invalidate((PathFollower *)(param_2 + 0x34));
  param_2[0x4818] = (Action)0x1;
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  return param_1;
}

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)