L L4D2node

WitchAttack::OnAnimationEvent

0x00a3c940 · 83 bytes · __cdecl

_ZN11WitchAttack16OnAnimationEventEP8InfectedP11animevent_t

Decompiled

undefined (2 params)

/* WitchAttack::OnAnimationEvent(Infected*, animevent_t*) */

Infected * WitchAttack::OnAnimationEvent(Infected *param_1,animevent_t *param_2)

{
  CBaseEntity *pCVar1;
  Witch *in_stack_0000000c;
  int *in_stack_00000010;
  
  if (*in_stack_00000010 == 0x35) {
    pCVar1 = (CBaseEntity *)GetVictim((WitchAttack *)param_2);
    Witch::DoAttack(in_stack_0000000c,pCVar1);
  }
  *(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)