L L4D2node

WitchAngry::OnResume

0x00a3b5b0 · 81 bytes · __thiscall

_ZN10WitchAngry8OnResumeEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

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

WitchAngry * __thiscall WitchAngry::OnResume(WitchAngry *this,Infected *param_1,Action *param_2)

{
  undefined4 uVar1;
  
  uVar1 = CBaseFlex::FindFlexController((CBaseFlex *)param_2,"wrinkler");
  CBaseFlex::SetFlexWeight((CBaseFlex *)param_2,uVar1,0x3f800000);
  *(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)