L L4D2node

WitchIdle::OnSound

0x00a400a0 · 345 bytes · __cdecl

_ZN9WitchIdle7OnSoundEP8InfectedP11CBaseEntityRK6VectorP9KeyValues

Decompiled

undefined (4 params)

/* WitchIdle::OnSound(Infected*, CBaseEntity*, Vector const&, KeyValues*) */

Infected *
WitchIdle::OnSound(Infected *param_1,CBaseEntity *param_2,Vector *param_3,KeyValues *param_4)

{
  char cVar1;
  int iVar2;
  undefined4 *puVar3;
  longdouble lVar4;
  
  if (param_4 != (KeyValues *)0x0) {
    cVar1 = (**(code **)(*(int *)param_4 + 0x16c))(param_4);
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*(int *)param_4 + 300))(param_4);
      if (cVar1 != '\0') {
        iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_4);
        cVar1 = IsASurvivorTeam(iVar2);
        if ((cVar1 != '\0') && (*(float *)(param_2 + 0x48) <= 0.0)) {
          lVar4 = (longdouble)CTerrorPlayer::GetTimeSinceLastFiredWeapon((CTerrorPlayer *)param_4);
          if ((float)lVar4 < 1.0) {
            lVar4 = (longdouble)
                    (**(code **)(*(int *)(param_3 + 0x1a3c) + 0x124))(param_3 + 0x1a3c,param_4);
            if ((float)lVar4 < *(float *)(ZombieWitchThreatNormalRange._28_4_ + 0x2c)) {
              lVar4 = (longdouble)CountdownTimer::Now();
              if ((float)lVar4 + 0.4 != *(float *)(param_2 + 0x48)) {
                (**(code **)(*(int *)(param_2 + 0x40) + 4))(param_2 + 0x40,param_2 + 0x48);
                *(float *)(param_2 + 0x48) = (float)lVar4 + 0.4;
              }
              if (*(float *)(param_2 + 0x44) != 0.4) {
                (**(code **)(*(int *)(param_2 + 0x40) + 4))(param_2 + 0x40,param_2 + 0x44);
                *(undefined4 *)(param_2 + 0x44) = 0x3ecccccd;
              }
              puVar3 = (undefined4 *)(**(code **)(*(int *)param_4 + 0xc))(param_4);
              *(undefined4 *)(param_2 + 0x4c) = *puVar3;
            }
          }
        }
      }
    }
  }
  *(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)