L L4D2node

InfectedWander::OnBlinded

0x00a38e00 · 195 bytes · __cdecl

_ZN14InfectedWander9OnBlindedEP8InfectedP11CBaseEntity

Decompiled

undefined (2 params)

/* InfectedWander::OnBlinded(Infected*, CBaseEntity*) */

Infected * InfectedWander::OnBlinded(Infected *param_1,CBaseEntity *param_2)

{
  char cVar1;
  undefined4 *puVar2;
  InfectedAlert *pIVar3;
  InfectedBlinded *this;
  int *in_stack_0000000c;
  int *in_stack_00000010;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  if (in_stack_00000010 == (int *)0x0) {
    puVar2 = (undefined4 *)(**(code **)(*in_stack_0000000c + 0x288))();
  }
  else {
    puVar2 = (undefined4 *)(**(code **)(*in_stack_00000010 + 0x288))();
  }
  local_28 = *puVar2;
  local_24 = puVar2[1];
  local_20 = puVar2[2];
  cVar1 = (**(code **)(*in_stack_0000000c + 0x584))();
  if (cVar1 == '\0') {
    pIVar3 = (InfectedAlert *)0x0;
  }
  else {
    pIVar3 = ::operator_new(0x80);
                    /* try { // try from 00a38e65 to 00a38e69 has its CatchHandler @ 00a38ec8 */
    InfectedAlert::InfectedAlert(pIVar3,&local_28,1);
  }
  this = ::operator_new(0x58);
                    /* try { // try from 00a38e87 to 00a38e8b has its CatchHandler @ 00a38eda */
  InfectedBlinded::InfectedBlinded(this,(Action *)pIVar3,"Zombie.IgniteScream");
  *(undefined4 *)param_1 = 1;
  *(InfectedBlinded **)(param_1 + 4) = this;
  *(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)