L L4D2node

WitchDying::TryToStartDeathThroes

0x00a3f300 · 387 bytes · __thiscall

_ZN10WitchDying21TryToStartDeathThroesEP8Infected

Decompiled

undefined (2 params)

/* WitchDying::TryToStartDeathThroes(Infected*) */

undefined4 __thiscall WitchDying::TryToStartDeathThroes(WitchDying *this,Infected *param_1)

{
  uint uVar1;
  CBaseEntity *this_00;
  char cVar2;
  int iVar3;
  int *piVar4;
  undefined *puVar5;
  undefined4 uVar6;
  longdouble lVar7;
  
  uVar1 = *(uint *)(this + 0x68);
  if ((((((uVar1 == 0xffffffff) ||
         (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
        (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) ||
       ((this_00 = *(CBaseEntity **)(puVar5 + 4), this_00 == (CBaseEntity *)0x0 ||
        (cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar2 == '\0')))) ||
      ((iVar3 = CBaseEntity::GetTeamNumber(this_00), iVar3 != 3 ||
       (iVar3 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar3 != 8)))) &&
     ((((((byte)param_1[0x153] & 8) == 0 && (((byte)this[0x7c] & 0x40) == 0)) &&
       (piVar4 = (int *)(**(code **)(*(int *)param_1 + 0x594))(param_1), piVar4 != (int *)0x0)) &&
      (cVar2 = (**(code **)(*piVar4 + 0x114))(piVar4,2), cVar2 != '\0')))) {
    if (((byte)param_1[0x14d] & 0x10) != 0) {
      CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)param_1);
    }
    if (22500.0 < *(float *)(param_1 + 0x278) * *(float *)(param_1 + 0x278) +
                  *(float *)(param_1 + 0x274) * *(float *)(param_1 + 0x274) +
                  *(float *)(param_1 + 0x27c) * *(float *)(param_1 + 0x27c)) {
      lVar7 = (longdouble)RandomFloat(0xc28c0000,0x428c0000);
      uVar6 = 0x29d;
      *(float *)(this + 0x94) = (float)lVar7;
    }
    else {
      *(undefined4 *)(this + 0x94) = 0;
      uVar6 = 0x29b;
    }
    uVar6 = (**(code **)(*piVar4 + 0xd8))(piVar4,uVar6,5);
    if ((char)uVar6 != '\0') {
      *(undefined4 *)(this + 0x34) = vec3_origin;
      *(undefined4 *)(this + 0x38) = DAT_01053d4c;
      *(undefined4 *)(this + 0x3c) = DAT_01053d50;
      return uVar6;
    }
  }
  return 0;
}

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)