L L4D2node

WitchIdle::OnInjured

0x00a3fd60 · 728 bytes · __cdecl

_ZN9WitchIdle9OnInjuredEP8InfectedRK15CTakeDamageInfo

Decompiled

undefined (2 params)

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

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

{
  uint uVar1;
  char cVar2;
  undefined4 *puVar3;
  undefined4 *puVar4;
  WitchAttack *pWVar5;
  CBaseEntity *pCVar6;
  undefined *puVar7;
  Witch *in_stack_0000000c;
  int in_stack_00000010;
  
  if (((50.0 < *(float *)(in_stack_00000010 + 0x3c)) &&
      ((*(byte *)(in_stack_00000010 + 0x48) & 2) != 0)) &&
     (*(int *)(in_stack_0000000c + 0x1838) == 1)) {
    uVar1 = *(uint *)(in_stack_00000010 + 0x34);
    pCVar6 = (CBaseEntity *)0x0;
    if (((uVar1 != 0xffffffff) &&
        (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) {
      pCVar6 = *(CBaseEntity **)(puVar7 + 4);
    }
    cVar2 = WitchAttack::IsValidEnemy(pCVar6);
    if (cVar2 != '\0') {
      Witch::ChangeRageLevel(in_stack_0000000c,1.0);
      CBaseEntity::EmitSound
                ((CBaseEntity *)in_stack_0000000c,"WitchZombie.HeadShot",0.0,(float *)0x0);
      uVar1 = *(uint *)(in_stack_00000010 + 0x34);
      if (((uVar1 == 0xffffffff) ||
          (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar7 + 8) != uVar1 >> 0xc)) {
        pCVar6 = (CBaseEntity *)0x0;
      }
      else {
        pCVar6 = *(CBaseEntity **)(puVar7 + 4);
      }
      pWVar5 = ::operator_new(0x487c);
                    /* try { // try from 00a3fead to 00a3feb1 has its CatchHandler @ 00a40064 */
      WitchAttack::WitchAttack(pWVar5,pCVar6);
      puVar3 = ::operator_new(0x48);
      puVar3[8] = 0;
      puVar3[9] = 0;
      puVar3[10] = 0;
      puVar3[3] = 0;
      puVar3[4] = 0;
      puVar3[5] = 0;
      puVar3[6] = 0;
      puVar3[7] = 0;
      puVar3[2] = 0;
      *(undefined1 *)(puVar3 + 0xc) = 0;
      *(undefined1 *)((int)puVar3 + 0x31) = 0;
      puVar3[0xb] = 0;
      *puVar3 = &PTR__InfectedShoved_00d21b88;
      puVar3[1] = &PTR__InfectedShoved_00d21cec;
      puVar3[0xd] = 0xffffffff;
      if (pCVar6 == (CBaseEntity *)0x0) {
        puVar3[0xe] = vec3_origin;
        puVar3[0xf] = DAT_01053d4c;
        puVar3[0x10] = DAT_01053d50;
      }
      else {
                    /* try { // try from 00a3ff2f to 00a3ff41 has its CatchHandler @ 00a40079 */
        puVar4 = (undefined4 *)(**(code **)(*(int *)pCVar6 + 0xc))(pCVar6);
        puVar3[0xd] = *puVar4;
        puVar4 = (undefined4 *)(**(code **)(*(int *)pCVar6 + 0x288))(pCVar6);
        puVar3[0xe] = *puVar4;
        puVar3[0xf] = puVar4[1];
        puVar3[0x10] = puVar4[2];
      }
      *(undefined4 *)param_1 = 2;
      *(undefined4 **)(param_1 + 4) = puVar3;
      *(char **)(param_1 + 8) = "Reacting to high-powered rifle headshot";
      *(undefined4 *)(param_1 + 0xc) = 2;
      puVar3[0x11] = pWVar5;
      return param_1;
    }
  }
  uVar1 = *(uint *)(in_stack_00000010 + 0x34);
  if (((((uVar1 == 0xffffffff) ||
        (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar7 + 8) != uVar1 >> 0xc)) ||
      ((pCVar6 = *(CBaseEntity **)(puVar7 + 4), pCVar6 == (CBaseEntity *)0x0 ||
       (cVar2 = (**(code **)(*(int *)pCVar6 + 0x16c))(pCVar6), cVar2 == '\0')))) ||
     ((cVar2 = WitchAttack::IsValidEnemy(pCVar6), cVar2 == '\0' ||
      ((cVar2 = IsInCommentaryMode(), cVar2 != '\0' &&
       (cVar2 = (**(code **)(*(int *)pCVar6 + 0x778))(pCVar6), cVar2 == '\0')))))) {
    *(undefined4 *)param_1 = 0;
    *(undefined4 *)(param_1 + 4) = 0;
    *(undefined4 *)(param_1 + 8) = 0;
    *(undefined4 *)(param_1 + 0xc) = 1;
  }
  else {
    pWVar5 = ::operator_new(0x487c);
                    /* try { // try from 00a3ffdc to 00a3ffe0 has its CatchHandler @ 00a40052 */
    WitchAttack::WitchAttack(pWVar5,pCVar6);
    *(undefined4 *)param_1 = 2;
    *(WitchAttack **)(param_1 + 4) = pWVar5;
    *(char **)(param_1 + 8) = "Attacking Survivor that injured me";
    *(undefined4 *)(param_1 + 0xc) = 2;
  }
  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.



        

        

          

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