L L4D2node

WitchBurn::WitchBurn

0x00a3f020 · 136 bytes · __thiscall

_ZN9WitchBurnC2EP11CBaseEntity

Decompiled

undefined (2 params)

/* WitchBurn::WitchBurn(CBaseEntity*) */

void __thiscall WitchBurn::WitchBurn(WitchBurn *this,CBaseEntity *param_1)

{
  undefined4 *puVar1;
  
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 8) = 0;
  this[0x30] = (WitchBurn)0x0;
  this[0x31] = (WitchBurn)0x0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined ***)this = &PTR__WitchBurn_00d25f28;
  *(undefined ***)(this + 4) = &PTR__WitchBurn_00d2608c;
  *(undefined4 *)(this + 0x3c) = 0xffffffff;
  if (param_1 != (CBaseEntity *)0x0) {
                    /* try { // try from 00a3f099 to 00a3f09b has its CatchHandler @ 00a3f0a8 */
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)(this + 0x3c) = *puVar1;
  }
  return;
}

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)