L L4D2node

WitchIdle::OnHitByVomitJar

0x00a3fa90 · 194 bytes · __cdecl

_ZN9WitchIdle15OnHitByVomitJarEP8InfectedP11CBaseEntity

Decompiled

undefined (2 params)

/* WitchIdle::OnHitByVomitJar(Infected*, CBaseEntity*) */

Infected * WitchIdle::OnHitByVomitJar(Infected *param_1,CBaseEntity *param_2)

{
  char cVar1;
  WitchAttack *this;
  Witch *in_stack_0000000c;
  CBaseEntity *in_stack_00000010;
  
  Witch::ChangeRageLevel(in_stack_0000000c,1.0);
  if (((in_stack_00000010 != (CBaseEntity *)0x0) &&
      (cVar1 = WitchAttack::IsValidEnemy(in_stack_00000010), cVar1 != '\0')) &&
     ((cVar1 = IsInCommentaryMode(), cVar1 == '\0' ||
      ((cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x16c))(), cVar1 == '\0' ||
       (cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x778))(), cVar1 != '\0')))))) {
    this = ::operator_new(0x487c);
                    /* try { // try from 00a3fb0e to 00a3fb12 has its CatchHandler @ 00a3fb63 */
    WitchAttack::WitchAttack(this,in_stack_00000010);
    *(undefined4 *)param_1 = 2;
    *(WitchAttack **)(param_1 + 4) = this;
    *(char **)(param_1 + 8) = "Vomit thrown on me";
    *(undefined4 *)(param_1 + 0xc) = 2;
    return param_1;
  }
  *(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)