L L4D2node

WitchAngry::OnShoved

0x00a3b260 · 251 bytes · __cdecl

_ZN10WitchAngry8OnShovedEP8InfectedP11CBaseEntity

Decompiled

undefined (2 params)

/* WitchAngry::OnShoved(Infected*, CBaseEntity*) */

Infected * WitchAngry::OnShoved(Infected *param_1,CBaseEntity *param_2)

{
  char cVar1;
  CBaseEntity *this;
  int iVar2;
  WitchAttack *this_00;
  Witch *in_stack_0000000c;
  CBaseEntity *in_stack_00000010;
  
  Witch::ChangeRageLevel(in_stack_0000000c,1.0);
  if ((((in_stack_00000010 != (CBaseEntity *)0x0) &&
       (cVar1 = WitchAttack::IsValidEnemy(in_stack_00000010), cVar1 != '\0')) &&
      ((cVar1 = IsInCommentaryMode(), cVar1 == '\0' ||
       ((cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x16c))(), cVar1 == '\0' ||
        (cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x778))(), cVar1 != '\0')))))) &&
     ((this = (CBaseEntity *)__dynamic_cast(), this == (CBaseEntity *)0x0 ||
      (iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 != 3)))) {
    this_00 = ::operator_new(0x487c);
                    /* try { // try from 00a3b30f to 00a3b313 has its CatchHandler @ 00a3b36b */
    WitchAttack::WitchAttack(this_00,in_stack_00000010);
    *(undefined4 *)param_1 = 2;
    *(WitchAttack **)(param_1 + 4) = this_00;
    *(undefined4 *)(param_1 + 8) = 0;
    *(undefined4 *)(param_1 + 0xc) = 1;
    return param_1;
  }
  *(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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)