L L4D2node

WitchBehavior::OnKilled

0x00a3e3d0 · 74 bytes · __cdecl

_ZN13WitchBehavior8OnKilledEP8InfectedRK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* WitchBehavior::OnKilled(Infected*, CTakeDamageInfo const&) */

Infected * WitchBehavior::OnKilled(Infected *param_1,CTakeDamageInfo *param_2)

{
  WitchDying *this;
  CTakeDamageInfo *in_stack_00000010;
  
  this = ::operator_new(0xa0);
                    /* try { // try from 00a3e3f3 to 00a3e3f7 has its CatchHandler @ 00a3e41a */
  WitchDying::WitchDying(this,in_stack_00000010);
  *(undefined4 *)param_1 = 1;
  *(WitchDying **)(param_1 + 4) = this;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 4;
  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)