L L4D2node

WitchAngry::OnContact

0x00a3b010 · 135 bytes · __thiscall

_ZN10WitchAngry9OnContactEP8InfectedP11CBaseEntityP10CGameTrace

Decompiled

undefined (4 params)

/* WitchAngry::OnContact(Infected*, CBaseEntity*, CGameTrace*) */

WitchAngry * __thiscall
WitchAngry::OnContact(WitchAngry *this,Infected *param_1,CBaseEntity *param_2,CGameTrace *param_3)

{
  char cVar1;
  
  if (param_3 != (CGameTrace *)0x0) {
    cVar1 = (**(code **)(*(int *)param_3 + 300))(param_3);
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*(int *)param_3 + 0x16c))(param_3);
      if (cVar1 != '\0') {
        Witch::ChangeRageLevel
                  ((Witch *)param_2,
                   *(float *)(ZombieWitchHostileAtMeAnger._28_4_ + 0x2c) *
                   *(float *)(gpGlobals + 0x10) * *(float *)(ZombieWitchAngerRate._28_4_ + 0x2c));
      }
    }
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 1;
  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)