L L4D2node

InfectedStaggerAround::OnAnimationActivityComplete

0x00a36fc0 · 187 bytes · __cdecl

_ZN21InfectedStaggerAround27OnAnimationActivityCompleteEP8Infectedi

Decompiled

undefined (2 params)

/* InfectedStaggerAround::OnAnimationActivityComplete(Infected*, int) */

Infected * InfectedStaggerAround::OnAnimationActivityComplete(Infected *param_1,int param_2)

{
  undefined4 *puVar1;
  int in_stack_00000010;
  
  if (in_stack_00000010 == 0x250) {
    puVar1 = ::operator_new(0x34);
    *(undefined4 *)param_1 = 1;
    puVar1[8] = 0;
    puVar1[9] = 0;
    puVar1[10] = 0;
    puVar1[3] = 0;
    puVar1[4] = 0;
    puVar1[5] = 0;
    puVar1[6] = 0;
    puVar1[7] = 0;
    puVar1[2] = 0;
    *(undefined1 *)(puVar1 + 0xc) = 0;
    *(undefined1 *)((int)puVar1 + 0x31) = 0;
    puVar1[0xb] = 0;
    *puVar1 = &PTR__InfectedStandDazed_00d25148;
    puVar1[1] = &PTR__InfectedStandDazed_00d252ac;
    *(undefined4 **)(param_1 + 4) = puVar1;
    *(undefined4 *)(param_1 + 8) = 0;
    *(undefined4 *)(param_1 + 0xc) = 1;
  }
  else {
    *(undefined4 *)param_1 = 0;
    *(undefined4 *)(param_1 + 4) = 0;
    *(undefined4 *)(param_1 + 8) = 0;
    *(undefined4 *)(param_1 + 0xc) = 1;
  }
  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)