L L4D2node

WitchExecAction::OnInjured

0x00a3f630 · 86 bytes · __cdecl

_ZN15WitchExecAction9OnInjuredEP8InfectedRK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* WitchExecAction::OnInjured(Infected*, CTakeDamageInfo const&) */

Infected * WitchExecAction::OnInjured(Infected *param_1,CTakeDamageInfo *param_2)

{
  int in_stack_00000010;
  
  if ((*(uint *)(in_stack_00000010 + 0x48) & 0x20000187) != 0) {
    CBaseAnimatingOverlay::AddGesture();
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 1;
  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)