L L4D2node

WitchKillIncapVictim::OnAnimationEvent

0x00a40b40 · 400 bytes · __cdecl

_ZN20WitchKillIncapVictim16OnAnimationEventEP8InfectedP11animevent_t

Decompiled

undefined (2 params)

/* WitchKillIncapVictim::OnAnimationEvent(Infected*, animevent_t*) */

Infected * WitchKillIncapVictim::OnAnimationEvent(Infected *param_1,animevent_t *param_2)

{
  uint uVar1;
  int iVar2;
  CBaseEntity *pCVar3;
  undefined *puVar4;
  float fVar5;
  CBaseEntity *in_stack_0000000c;
  int *in_stack_00000010;
  CTakeDamageInfo local_7c [108];
  
  if (*in_stack_00000010 == 0x35) {
    uVar1 = *(uint *)(param_2 + 0x34);
    if ((((uVar1 != 0xffffffff) &&
         (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
      fVar5 = *(float *)(WitchDamagePerKillHit._28_4_ + 0x2c);
      iVar2 = GetDifficulty();
      if (iVar2 == 2) {
        fVar5 = fVar5 + fVar5;
      }
      else if (iVar2 == 3) {
        fVar5 = (float)*(int *)(SurvivorIncapacitatedHealth._28_4_ + 0x30);
      }
      else if (iVar2 == 0) {
        fVar5 = fVar5 * 0.5;
      }
      CTakeDamageInfo::CTakeDamageInfo(local_7c,in_stack_0000000c,in_stack_0000000c,fVar5,4,0);
      pCVar3 = (CBaseEntity *)0x0;
      uVar1 = *(uint *)(param_2 + 0x34);
      if (((uVar1 != 0xffffffff) &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
        pCVar3 = *(CBaseEntity **)(puVar4 + 4);
      }
      CBaseEntity::TakeDamage(pCVar3,local_7c);
      pCVar3 = (CBaseEntity *)0x0;
      uVar1 = *(uint *)(param_2 + 0x34);
      if (((uVar1 != 0xffffffff) &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
        pCVar3 = *(CBaseEntity **)(puVar4 + 4);
      }
      CBaseEntity::EmitSound(pCVar3,"WitchZombie.ShredVictim",0.0,(float *)0x0);
    }
  }
  *(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)