L L4D2node

WitchDying::OnStart

0x00a3f4a0 · 139 bytes · __thiscall

_ZN10WitchDying7OnStartEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

/* WitchDying::OnStart(Infected*, Action<Infected>*) */

WitchDying * __thiscall WitchDying::OnStart(WitchDying *this,Infected *param_1,Action *param_2)

{
  char cVar1;
  
  if (param_2[0x104] == (Action)0x0) {
    (**(code **)(*(int *)param_2 + 0x130))(param_2,param_1 + 0x34);
  }
  cVar1 = TryToStartDeathThroes((WitchDying *)param_1,(Infected *)param_2);
  if (cVar1 == '\0') {
    InfectedDying::BecomeRagdoll((InfectedDying *)param_1,(Infected *)param_2);
  }
  CBaseEntity::EmitSound((CBaseEntity *)param_2,"WitchZombie.Die",0.0,(float *)0x0);
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return this;
}

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)