L L4D2node

WitchRetreat::OnStart

0x00a42730 · 314 bytes · __thiscall

_ZN12WitchRetreat7OnStartEP8InfectedP6ActionIS0_E

Decompiled

undefined (3 params)

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

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

{
  char cVar1;
  int *piVar2;
  longdouble lVar3;
  
  piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x594))(param_2);
  (**(code **)(*piVar2 + 0x10c))(piVar2,2);
  (**(code **)(*piVar2 + 0xec))(piVar2,0);
  (**(code **)(*piVar2 + 0xd8))(piVar2,0x2ad,0);
  cVar1 = BuildRetreatPath((WitchRetreat *)param_1,(Infected *)param_2);
  if (cVar1 == '\0') {
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(undefined4 *)(this + 8) = 0;
    return this;
  }
  lVar3 = (longdouble)IntervalTimer::Now();
  if ((float)lVar3 != *(float *)(param_1 + 0x4830)) {
    (**(code **)(*(int *)(param_1 + 0x482c) + 4))(param_1 + 0x482c,param_1 + 0x4830);
    *(float *)(param_1 + 0x4830) = (float)lVar3;
  }
  lVar3 = (longdouble)IntervalTimer::Now();
  if ((float)lVar3 != *(float *)(param_1 + 0x4838)) {
    (**(code **)(*(int *)(param_1 + 0x4834) + 4))(param_1 + 0x4834,param_1 + 0x4838);
    *(float *)(param_1 + 0x4838) = (float)lVar3;
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return this;
}

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)