L L4D2node

InfectedWander::OnStart

0x00a392b0 · 361 bytes · __thiscall

_ZN14InfectedWander7OnStartEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

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

InfectedWander * __thiscall
InfectedWander::OnStart(InfectedWander *this,Infected *param_1,Action *param_2)

{
  float fVar1;
  int *piVar2;
  longdouble lVar3;
  char *pcVar4;
  char *pcVar5;
  
  pcVar5 = "Head";
  pcVar4 = "Head";
  Infected::SetIdleBodyGroupVariant((char *)param_2,"Head");
  piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2,pcVar4,pcVar5);
  if (piVar2 != (int *)0x0) {
    (**(code **)(*piVar2 + 0x10c))(piVar2,0);
  }
  lVar3 = (longdouble)RandomFloat(0x41000000,0x41400000);
  fVar1 = (float)lVar3;
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 + fVar1 != *(float *)(param_1 + 100)) {
    (**(code **)(*(int *)(param_1 + 0x5c) + 4))(param_1 + 0x5c,param_1 + 100);
    *(float *)(param_1 + 100) = (float)lVar3 + fVar1;
  }
  if (fVar1 != *(float *)(param_1 + 0x60)) {
    (**(code **)(*(int *)(param_1 + 0x5c) + 4))(param_1 + 0x5c,param_1 + 0x60);
    *(float *)(param_1 + 0x60) = fVar1;
  }
  lVar3 = (longdouble)RandomFloat(0,0x40c00000);
  fVar1 = (float)lVar3;
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 + fVar1 != *(float *)(param_1 + 0x40)) {
    (**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x40);
    *(float *)(param_1 + 0x40) = (float)lVar3 + fVar1;
  }
  if (fVar1 != *(float *)(param_1 + 0x3c)) {
    (**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x3c);
    *(float *)(param_1 + 0x3c) = fVar1;
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return this;
}

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)