L L4D2node

WitchExecAction::InitialContainedAction

0x00a3f5c0 · 111 bytes · __cdecl

_ZN15WitchExecAction22InitialContainedActionEP8Infected

Decompiled

undefined (1 param)

/* WitchExecAction::InitialContainedAction(Infected*) */

void WitchExecAction::InitialContainedAction(Infected *param_1)

{
  undefined4 *puVar1;
  
  puVar1 = ::operator_new(0x34);
  puVar1[8] = 0;
  puVar1[9] = 0;
  puVar1[10] = 0;
  puVar1[3] = 0;
  puVar1[4] = 0;
  puVar1[5] = 0;
  puVar1[6] = 0;
  puVar1[7] = 0;
  puVar1[2] = 0;
  *(undefined1 *)(puVar1 + 0xc) = 0;
  *(undefined1 *)((int)puVar1 + 0x31) = 0;
  puVar1[0xb] = 0;
  *puVar1 = &PTR__WitchBehavior_00d25d28;
  puVar1[1] = &PTR__WitchBehavior_00d25e8c;
  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)