L L4D2node

WitchIdle::OnResume

0x00a3fcd0 · 114 bytes · __thiscall

_ZN9WitchIdle8OnResumeEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

/* WitchIdle::OnResume(Infected*, Action<Infected>*) */

WitchIdle * __thiscall WitchIdle::OnResume(WitchIdle *this,Infected *param_1,Action *param_2)

{
  WitchAngry *this_00;
  
  if (0.0 < *(float *)(param_2 + 0x1d94)) {
    this_00 = ::operator_new(0x50);
                    /* try { // try from 00a3fd03 to 00a3fd07 has its CatchHandler @ 00a3fd47 */
    WitchAngry::WitchAngry(this_00,0.0);
    *(undefined4 *)this = 1;
    *(WitchAngry **)(this + 4) = this_00;
    *(char **)(this + 8) = "Resumed Idle while still mad";
    return this;
  }
  *(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)