L L4D2node

InfectedStaggerAround::StartStaggering

0x00a37e20 · 114 bytes · __thiscall

_ZN21InfectedStaggerAround15StartStaggeringEP8Infected

Decompiled

undefined (2 params)

/* InfectedStaggerAround::StartStaggering(Infected*) */

void __thiscall
InfectedStaggerAround::StartStaggering(InfectedStaggerAround *this,Infected *param_1)

{
  int *piVar1;
  longdouble lVar2;
  
  piVar1 = (int *)(**(code **)(*(int *)param_1 + 0x594))(param_1);
  (**(code **)(*piVar1 + 0xd8))(piVar1,0x250,1);
  lVar2 = (longdouble)
          RandomFloat(*(uint *)(StumbleMaxCurveRate._28_4_ + 0x2c) ^ 0x80000000,
                      *(uint *)(StumbleMaxCurveRate._28_4_ + 0x2c));
  *(undefined4 *)(this + 0x34) = 0;
  *(float *)(this + 0x38) = (float)lVar2;
  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)