L L4D2node

InfectedWander::OnResume

0x00a3a900 · 68 bytes · __cdecl

_ZN14InfectedWander8OnResumeEP8InfectedP6ActionIS0_E

Decompiled

undefined (2 params)

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

Infected * InfectedWander::OnResume(Infected *param_1,Action *param_2)

{
  InfectedWander *this;
  
  this = ::operator_new(0x74);
  InfectedWander(this,(Action *)0x0);
  *(undefined4 *)param_1 = 1;
  *(InfectedWander **)(param_1 + 4) = this;
  *(undefined4 *)(param_1 + 8) = 0;
  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)