L L4D2node

WitchKillIncapVictim::OnShoved

0x00a40d00 · 122 bytes · __cdecl

_ZN20WitchKillIncapVictim8OnShovedEP8InfectedP11CBaseEntity

Decompiled

undefined (2 params)

/* WitchKillIncapVictim::OnShoved(Infected*, CBaseEntity*) */

Infected * WitchKillIncapVictim::OnShoved(Infected *param_1,CBaseEntity *param_2)

{
  char cVar1;
  CBaseEntity *pCVar2;
  int *in_stack_0000000c;
  CTerrorPlayer *in_stack_00000010;
  
  if (in_stack_00000010 != (CTerrorPlayer *)0x0) {
    cVar1 = (**(code **)(*(int *)in_stack_00000010 + 0x16c))();
    if (cVar1 != '\0') {
      cVar1 = CTerrorPlayer::IsStaggering(in_stack_00000010);
      if (cVar1 == '\0') {
        pCVar2 = (CBaseEntity *)(**(code **)(*in_stack_0000000c + 0x570))(in_stack_0000000c);
        CTerrorPlayer::OnStaggered(in_stack_00000010,pCVar2,(Vector *)0x0);
      }
    }
  }
  *(undefined4 *)param_1 = 4;
  *(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)