L L4D2node

WitchBurn::Update

0x00a3ecd0 · 177 bytes · __cdecl

_ZN9WitchBurn6UpdateEP8Infectedf

Decompiled

undefined (2 params)

/* WitchBurn::Update(Infected*, float) */

Infected * WitchBurn::Update(Infected *param_1,float param_2)

{
  char cVar1;
  int *piVar2;
  CBaseEntity *in_stack_0000000c;
  float in_stack_00000010;
  undefined4 local_28;
  float local_24;
  undefined4 local_20;
  
  piVar2 = (int *)(**(code **)(*(int *)in_stack_0000000c + 0x594))();
  cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,0x264);
  if (cVar1 == '\0') {
    (**(code **)(*piVar2 + 0xd8))(piVar2,0x264,1);
  }
  local_28 = *(undefined4 *)(in_stack_0000000c + 0x3a8);
  local_24 = in_stack_00000010 * *(float *)((int)param_2 + 0x34) +
             *(float *)(in_stack_0000000c + 0x3ac);
  local_20 = *(undefined4 *)(in_stack_0000000c + 0x3b0);
  CBaseEntity::SetLocalAngles(in_stack_0000000c,(QAngle *)&local_28);
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  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)