L L4D2node

WitchAngry::OnInjured

0x00a3b0a0 · 408 bytes · __cdecl

_ZN10WitchAngry9OnInjuredEP8InfectedRK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* WitchAngry::OnInjured(Infected*, CTakeDamageInfo const&) */

Infected * WitchAngry::OnInjured(Infected *param_1,CTakeDamageInfo *param_2)

{
  uint uVar1;
  char cVar2;
  WitchAttack *this;
  undefined *puVar3;
  int *piVar4;
  CBaseEntity *pCVar5;
  Witch *in_stack_0000000c;
  int in_stack_00000010;
  
  Witch::ChangeRageLevel(in_stack_0000000c,1.0);
  uVar1 = *(uint *)(in_stack_00000010 + 0x34);
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
     ((*(CBaseEntity **)(puVar3 + 4) != (CBaseEntity *)0x0 &&
      (cVar2 = WitchAttack::IsValidEnemy(*(CBaseEntity **)(puVar3 + 4)), cVar2 != '\0')))) {
    cVar2 = IsInCommentaryMode();
    if (cVar2 != '\0') {
      uVar1 = *(uint *)(in_stack_00000010 + 0x34);
      piVar4 = (int *)0x0;
      if (((uVar1 != 0xffffffff) &&
          (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
        piVar4 = *(int **)(puVar3 + 4);
      }
      cVar2 = (**(code **)(*piVar4 + 0x16c))(piVar4);
      if (cVar2 != '\0') {
        uVar1 = *(uint *)(in_stack_00000010 + 0x34);
        piVar4 = (int *)0x0;
        if (((uVar1 != 0xffffffff) &&
            (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
           (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
          piVar4 = *(int **)(puVar3 + 4);
        }
        cVar2 = (**(code **)(*piVar4 + 0x778))(piVar4);
        if (cVar2 == '\0') goto LAB_00a3b0ec;
      }
    }
    uVar1 = *(uint *)(in_stack_00000010 + 0x34);
    pCVar5 = (CBaseEntity *)0x0;
    if (((uVar1 != 0xffffffff) &&
        (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
      pCVar5 = *(CBaseEntity **)(puVar3 + 4);
    }
    this = ::operator_new(0x487c);
                    /* try { // try from 00a3b208 to 00a3b20c has its CatchHandler @ 00a3b240 */
    WitchAttack::WitchAttack(this,pCVar5);
    *(undefined4 *)param_1 = 2;
    *(WitchAttack **)(param_1 + 4) = this;
    *(undefined4 *)(param_1 + 8) = 0;
    *(undefined4 *)(param_1 + 0xc) = 1;
    return param_1;
  }
LAB_00a3b0ec:
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(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.



        

        

          

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