L L4D2node

WitchBehavior::OnIgnite

0x00a3e230 · 384 bytes · __cdecl

_ZN13WitchBehavior8OnIgniteEP8Infected

Decompiled

undefined (1 param)

/* WitchBehavior::OnIgnite(Infected*) */

Infected * WitchBehavior::OnIgnite(Infected *param_1)

{
  uint uVar1;
  char cVar2;
  int *piVar3;
  WitchBurn *this;
  int iVar4;
  undefined *puVar5;
  undefined *puVar6;
  CBaseEntity *pCVar7;
  int *in_stack_0000000c;
  
  puVar6 = g_pEntityList;
  if ((((((in_stack_0000000c == (int *)0x0) ||
         (uVar1 = in_stack_0000000c[0x89], uVar1 == 0xffffffff)) ||
        (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
       ((*(uint *)(puVar5 + 8) != uVar1 >> 0xc || (*(int *)(puVar5 + 4) == 0)))) ||
      ((iVar4 = __dynamic_cast(*(int *)(puVar5 + 4),&CBaseEntity::typeinfo,&CEntityFlame::typeinfo,0
                              ), iVar4 == 0 ||
       ((uVar1 = *(uint *)(iVar4 + 0x460), uVar1 == 0xffffffff ||
        (puVar5 = puVar6 + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)))))) ||
     ((*(uint *)(puVar5 + 8) != uVar1 >> 0xc ||
      (pCVar7 = *(CBaseEntity **)(puVar5 + 4), pCVar7 == (CBaseEntity *)0x0)))) {
    uVar1 = in_stack_0000000c[0x76a];
  }
  else {
    cVar2 = WitchAttack::IsValidEnemy(pCVar7);
    if (cVar2 != '\0') goto LAB_00a3e2a1;
    uVar1 = in_stack_0000000c[0x76a];
    puVar6 = g_pEntityList;
  }
  pCVar7 = (CBaseEntity *)0x0;
  if (uVar1 != 0xffffffff) {
    pCVar7 = (CBaseEntity *)0x0;
    puVar6 = puVar6 + (uVar1 & 0xfff) * 0x10;
    if ((puVar6 != (undefined *)0xfffffffc) && (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) {
      pCVar7 = *(CBaseEntity **)(puVar6 + 4);
    }
  }
LAB_00a3e2a1:
  piVar3 = (int *)(**(code **)(*in_stack_0000000c + 0x590))();
  (**(code **)(*piVar3 + 0xf0))(piVar3,*(undefined4 *)(ZombieWitchSpeedInjured._28_4_ + 0x2c));
  this = ::operator_new(0x40);
                    /* try { // try from 00a3e2dd to 00a3e2e1 has its CatchHandler @ 00a3e3b8 */
  WitchBurn::WitchBurn(this,pCVar7);
  *(undefined4 *)param_1 = 2;
  *(WitchBurn **)(param_1 + 4) = this;
  *(char **)(param_1 + 8) = "Caught on fire!";
  *(undefined4 *)(param_1 + 0xc) = 3;
  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)