L L4D2node

InfectedStandingActivity::Update

0x00a38400 · 151 bytes · __cdecl

_ZN24InfectedStandingActivity6UpdateEP8Infectedf

Decompiled

undefined (2 params)

/* InfectedStandingActivity::Update(Infected*, float) */

void InfectedStandingActivity::Update(Infected *param_1,float param_2)

{
  int iVar1;
  longdouble lVar2;
  
  if ((*(float *)((int)param_2 + 0x40) <= 0.0) ||
     (lVar2 = (longdouble)CountdownTimer::Now(), (float)lVar2 < *(float *)((int)param_2 + 0x40))) {
    if (*(char *)((int)param_2 + 0x48) == '\0') {
      *(undefined4 *)param_1 = 0;
      *(undefined4 *)(param_1 + 4) = 0;
      *(undefined4 *)(param_1 + 8) = 0;
      return;
    }
  }
  else {
    *(undefined1 *)((int)param_2 + 0x48) = 1;
  }
  iVar1 = *(int *)((int)param_2 + 0x44);
  if (iVar1 == 0) {
    *(undefined4 *)param_1 = 3;
    *(undefined4 *)(param_1 + 4) = 0;
    *(undefined4 *)(param_1 + 8) = 0;
    return;
  }
  *(undefined4 *)((int)param_2 + 0x44) = 0;
  *(undefined4 *)param_1 = 1;
  *(int *)(param_1 + 4) = iVar1;
  *(undefined4 *)(param_1 + 8) = 0;
  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)