L L4D2node

WitchKillIncapVictim::OnStart

0x00a40d90 · 318 bytes · __thiscall

_ZN20WitchKillIncapVictim7OnStartEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

/* WitchKillIncapVictim::OnStart(Infected*, Action<Infected>*) */

void __thiscall
WitchKillIncapVictim::OnStart(WitchKillIncapVictim *this,Infected *param_1,Action *param_2)

{
  int *piVar1;
  undefined4 uVar2;
  longdouble lVar3;
  
  piVar1 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
  (**(code **)(*piVar1 + 0x10c))(piVar1,2);
  (**(code **)(*piVar1 + 0xec))(piVar1,0);
  (**(code **)(*piVar1 + 0xd8))(piVar1,0x2b0,1);
  CBaseEntity::EmitSound((CBaseEntity *)param_2,"WitchZombie.Scream",0.0,(float *)0x0);
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 + 1.0 != *(float *)(param_1 + 0x40)) {
    (**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x40);
    *(float *)(param_1 + 0x40) = (float)lVar3 + 1.0;
  }
  if (*(float *)(param_1 + 0x3c) != 1.0) {
    (**(code **)(*(int *)(param_1 + 0x38) + 4))(param_1 + 0x38,param_1 + 0x3c);
    *(undefined4 *)(param_1 + 0x3c) = 0x3f800000;
  }
  uVar2 = CBaseFlex::FindFlexController((CBaseFlex *)param_2,"bite");
  CBaseFlex::SetFlexWeight((CBaseFlex *)param_2,uVar2,0x3f800000);
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return;
}

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)