L L4D2node

WitchRetreat::OnMoveToSuccess

0x00a42880 · 106 bytes · __thiscall

_ZN12WitchRetreat15OnMoveToSuccessEP8InfectedPK4Path

Decompiled

undefined (3 params)

/* WitchRetreat::OnMoveToSuccess(Infected*, Path const*) */

WitchRetreat * __thiscall
WitchRetreat::OnMoveToSuccess(WitchRetreat *this,Infected *param_1,Path *param_2)

{
  char cVar1;
  
  cVar1 = BuildRetreatPath((WitchRetreat *)param_1,(Infected *)param_2);
  if (cVar1 == '\0') {
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(undefined4 *)(this + 8) = 0;
    *(undefined4 *)(this + 0xc) = 1;
    return this;
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 1;
  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)