L L4D2node

WitchAngry::OnBlinded

0x00a3b9b0 · 130 bytes · __thiscall

_ZN10WitchAngry9OnBlindedEP8InfectedP11CBaseEntity

Decompiled

undefined (3 params)

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

WitchAngry * __thiscall
WitchAngry::OnBlinded(WitchAngry *this,Infected *param_1,CBaseEntity *param_2)

{
  WitchAngry *this_00;
  InfectedBlinded *this_01;
  
  Witch::ChangeRageLevel((Witch *)param_2,1.0);
  this_00 = ::operator_new(0x50);
                    /* try { // try from 00a3b9e8 to 00a3b9ec has its CatchHandler @ 00a3ba32 */
  WitchAngry(this_00,0.0);
  this_01 = ::operator_new(0x58);
                    /* try { // try from 00a3ba0a to 00a3ba0e has its CatchHandler @ 00a3ba44 */
  InfectedBlinded::InfectedBlinded(this_01,(Action *)this_00,"WitchZombie.GrowlHigh");
  *(undefined4 *)this = 1;
  *(InfectedBlinded **)(this + 4) = this_01;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 3;
  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.



        

        

          

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